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Matt10's Heisman **Very Slow Speed** Sliders

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Old 07-13-2012, 12:27 AM   #1
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Matt10's Heisman **Very Slow Speed** Sliders (Version 2 Posted)

First off, this is a collaboration with OUBryan. I just didn't want the title to look like a copycat of authentic's and iliv's concept.

The goal for this slider set is to promote VERY SLOW game speed. We believe that it is the best setting to enjoy the fluidity that this game has brought this year. Furthermore, the animations seem to interact better with the physics of some gameplay attributes (separation of DBs/WRs, break on the ball defensively, etc.)

I've used the same concept in my NCAA 12 sliders thread with the focus on RBA being higher than most sets out there. The reason for this is because my belief is that RBA does not directly contribute to just the running back position - but it contributes to all receivers,tight ends and running backs as a whole.

As a result of this theory - we have focused on good animations being indicators of realism - not just end statistics. The feel of the game is very important. I don't want to win a game that felt like hyperspeed arcade deathmatch. I want it to feel fluid - and true to animations. Sure NCAA 13 has bugs (please patch this EA), but there are no true game breakers.

Hope you enjoy. Please note that this is a base - OUBryan and myself give at least 5 games before modifying anything. I would suggest the same approach be used for those wanting to see what these are all about.

Also I wanted to give a quick shout out to BallinVol for his extensive testing with me and doing a lot of grunt work when OUBryan and myself weren't around the game. He also played a huge role in discovering the 0/0 concept for PBL and PSRSH, which solidified QB decision making in Version 4.

I will have videos up in the next couple of days to show difference of animations with some comparable slider sets - and how the theory was developed. Enjoy.

Live Video Stream/Recordings: http://www.twitch.tv/matt10l

Btw: Tuner is installed. Thanks.

Update 1/9/13 - Version 5.0

So after speaking to BC - despite the db glitch, I am bringing this back with a new set - version 5.0 let's say because it's quite enjoyable.

HUM/CPU HEISMAN V5.0
9 mins thresh 90 very slow
QBA 5/20
PBL 0/0
WRC 45/45
RBA 0/0
RBL 60/60
PCV 0/0
PRSH 20/0
INT 30/30
RDEF 0/0
TACK 35/35
FGPW 50/50
FGA 50/50
PUPW 50/50
PUAC 50/50
KOPW 45/45


Some values to consider will be PCV from zero, maybe to 5 or 10 - small increments of testing.

Tackling value will also be considered due to lack of fumbles, and overall approach to a collegiate feel in tackling. Shouldn't have so many blow up tackles (big hits) be that successful. I also want to look at RBL for CPU since it's on Heisman, the user is okay, but CPU tends to really flatten my guys out regardless. I might have compensated for the RBA @ zero a bit much.

If you are a 360 user, I highly suggest reducing 20 pts from the stamina value for all players to see more PT from backups.


Update 7/25/12 - Version 4.0 "Beta":

I posted a preview for the guys on twitchtv (live stream) to test.

However, I've changed it, and am 4 games deep with some mods. I'm going to go ahead and post Version 4 "Beta" because I am only 4 games in, I need that 5th or 6th to make it official:

I'm at work right now, so sorry the formatting is a bit off.

HUM/CPU HEISMAN V 4.0
8/9 mins thresh 90 very slow

QBA 5/20
PBL 0/0 ---- using BallinVol's idea of PBL @ zero results in quick decision making by the CPU QB, while also providing adequate pressure for on the HUM QB.

WRC 45/55
RBA 60/70
RBL 40/40 ---- CPU RBL from 45 to 40. Felt CPU run game was decent enough without such gaping holes. First NCAA in a while where the CPU can run a good game on you.

PCV 50/80
PRSH 20/0 ---- If I left PSRSH for HUM @ Zero, the CPU has nothing but time on the ball - so that is refreshing that the slider value is true. Dropped from 30 to 20 because 30 resulted in more screen sacks.

INT 30/30
RDEF 80/65
TACK 45/35

FGPW 50/50 --- my personal preference 80/80 (higher flight, better chance of realistic misses that are not just short - but wide.

FGA 50/50 --- my personal preference 35/35, the longer the field goal, the greater the chance of a miss left or right, not always short.

PUPW 50/50
PUAC 50/50
KOPW 45/45

Try this out for about 5 games guys. Report back on sacks as that is my main concern. If the CPU's passing game blows up unrealistically, bring that up as well. I'll post this on the front page for testing purposes as well.

---------------

With version 2, the aim was to balance out some of the inconsistencies regarding wide open play - and overall statitstics. I think we did a pretty decent job of getting it where we wanted, but there was some tweaking necessary.

-------
With version 3 here, I think we have reached that happy balance of feel and statistics. It was only a couple tweaks, but we believe it will go a long way to work towards a realistic representation without sacrificing the feel of the game.

Also, this will be the last update unless something out of the ordinary is consistent enough to deal with. I have played about 7 games and can say this feels good. I do plan on keeping version 2 up on the front page in case anyone wants to revert or use that as a base.

With that said, tweak as you see fit, but do not tweak so much that you can't enjoy the game. Thanks so far for those who have left feedback, seriously awesome - and it's pretty cool. I'm going to get a couple live streams going this weekend so we can see how everything plays out.

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CPU QBA: from 25 to 20. Our goal was to lower the wide open play, but not sacrifice the chances of good screen/option plays. Further, we didn't want the sacks to increase due to indecision by the CPU. This is not to say that the sacks won't still be there, but it will not be consistently every possession.

CPU WRC: from 70 to 55. This was a significant change, and was the most testing that I did. The reason we changed from 70 to 55 is because the wide open passing was just too consistent not to address. It seems WRC also aides the slider value of QBA, so they go hand in hand. Lower WRC and you'll see more indecision by the CPU, which could lead to bad sacks. Increase it and the CPU can become unstoppable (FCS teams airing out 300+ yards for example).

CPU RBL: from 50 to 45. Simply to reduce the amount of rushing YPC by the CPU running backs. Also, I noticed statistically that the secondary positions would merit more tackles than linebackers, and that tells me the O-Line is sucking them in way too soon. With this, there has been hard earned yards, but also the CPU starts to mix up their playcalling to adapt to what is going on. You can still give up the big run once in a while though - but at least your LBs won't consistently be glued to the linemen.

HUM/CPU INT: from 35 to 30. Bcduggan brought a good point about interceptions were almost automatic. If it hit the player in both hands, it was a pick 9/10, and that doesn't seem realistic. With this, the goal is to not only have the value reflect the ratings of catching/catch in traffic for the DBs, but also increase tendency to swat/slap the ball in the air first.

HUM Tack: from 40 to 45. CPU Rbs started to look like beasts, breaking a lot of tackles and it didn't fit my eye. With the slight increase, it has helped with the change to CPU RBL so that when a linebacker does get their hands on the RB, the tackle will be a first priority, and not get sucked into a block instead.

KOPW: From 40 to 45. For both. Just personal preference to get the ball a bit deeper.
--------
HUM/CPUHEISMANV3.0
10 minsthresh 90very slow
QBA

5/20
PBL

55/5
WRC

45/55
RBA

60/70
RBL

40/45
PCV

50/80
PRSH

30/70
INT

30/30
RDEF

80/65
TACK

45/35






FGPW

50/50
FGA

50/50
PUPW

50/50
PUAC

50/50
KOPW

45/45


Updated 7/14/12: Sliders changed HUM Pass Rush to 30, CPU Pass BLock to 0 (Zero).

Updated 7/17/12: Version 2. Sliders changed CPU PCV from 75 to 80. HUM QBA from 0 to 5. CPU PBL 0 to 5.

HUM/CPUHEISMANV2.0
10 minsthresh 90very slow
QBA

5/25
PBL

55/5
WRC

45/70
RBA

60/70
RBL

40/50
PCV

50/80
PRSH

30/70
INT

35/35
RDEF

80/65
TACK

40/35






FGPW

50/50
FGA

50/50
PUPW

50/50
PUAC

50/50
KOPW

40/40






Penalties



Offisdes

85
False start

80
Holding

52
Facemask

56
Offensive PI100
Defensive PI100
KR/PR Interference100
Clipping

50
Intentional Grounding80
Roughing the Passer54
Roughing the Kicker50






Most recent video: 9/3/12 - frustrated with DB Glitch. Not playing another down of this until it's fixed.

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Last edited by Matt10; 01-09-2013 at 08:03 PM.
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Old 07-13-2012, 12:33 AM   #2
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Re: Matt10's Heisman **Very Slow Speed** Sliders

Thanks for a slider set kind sir. One thing i would like to point out is that I don't think INT should be higher than 25. This is just my personnel opinion.


I will give you results later. Thanks Again.
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Old 07-13-2012, 12:34 AM   #3
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Re: Matt10's Heisman **Very Slow Speed** Sliders

Any house rules you are using, Matt? I'm assuming no four verticals, etc.?

EDIT: Speed threshold at 90 looks interesting.

Last edited by superjames1992; 07-13-2012 at 12:42 AM.
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Old 07-13-2012, 12:37 AM   #4
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Re: Matt10's Heisman **Very Slow Speed** Sliders

I liked last years sliders. I will give these a shot.

Does human QBA at 0 still throw the consecutive bullet passes out of bounds? I saw 3 in a row, a friend saw 8 in ncaa 12.
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Old 07-13-2012, 01:52 AM   #5
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Re: Matt10's Heisman **Very Slow Speed** Sliders

Quote:
Originally Posted by Black4track
Thanks for a slider set kind sir. One thing i would like to point out is that I don't think INT should be higher than 25. This is just my personnel opinion.


I will give you results later. Thanks Again.
Thanks, man. We feel good where it's at because errant throws should be punished. With the setting @ 35, we are also seeing more swatting tendencies.

Quote:
Originally Posted by superjames1992
Any house rules you are using, Matt? I'm assuming no four verticals, etc.?

EDIT: Speed threshold at 90 looks interesting.
90 was a key part to match up with the high RBA. No house rules for me, CPU coverage issues do come up once in a while though, but the balance has bright more necessary strategy than just slinging it anywhere.

Quote:
Originally Posted by bcduggan
I liked last years sliders. I will give these a shot.

Does human QBA at 0 still throw the consecutive bullet passes out of bounds? I saw 3 in a row, a friend saw 8 in ncaa 12.
I wish QBA played to its true value. I know in practice mode it did like last year. So far the value @ 0 is fine, it's when you start to use some directional leading errors can come up. There is definitely a challenge passing though.
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Old 07-13-2012, 07:59 AM   #6
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Do u still see breakaway runs for touchdowns with that at 90?? Seems very high. But I will give em a go for 4 games
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Old 07-13-2012, 09:08 AM   #7
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Re: Matt10's Heisman **Very Slow Speed** Sliders

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Originally Posted by Mizzou24
Do u still see breakaway runs for touchdowns with that at 90?? Seems very high. But I will give em a go for 4 games
Yes, I have been seeing breakaway runs. Player acceleration ratings are still evident. A faster player will breakaway from a slower player. With it at 90, it really helps the CPU pass coverage.
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Old 07-13-2012, 10:18 AM   #8
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Yeah they are pretty good I like the feel of these slider just finished my first game..


Mizzou(me) vs Arizona state

45-31

Was a really great battle I just pulled away in the 4th..

J.franklin 27/38 352 yards 2 td 0 int

H. Josey 27 Att 111 yards 3 td

One thing to note my defense had 8 sacks..

Other team had 3 sacks and here some key offensive stats

M. Bercovici 4/6 58 yards 1 int
T.kelly 13/24 148 yards 1 td 1 int

C. Marshall 13 Att 100 yards
K. Middlebrrooks 8 ATt 26 yards


The CPU run game seems very strong which is okay. Only thin that seemed high to me was sacks I shoulda beat this team and I did it was very competitive right down to the end. So far love the sliders
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