This first set is designed for CPU vs. CPU or Coach Mode gameplay.
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Slider Human CPU
QB Accuracy 40 40
I feel this gives Elite QBs the accuracy they should have and allows them to throw it somewhat deep. Rookie QBs don't have that benefit.
Pass Blocking 18 18
Exactly the same as Moonbax's sliders. I have no reason to change it. There is the occasional QB that has all day in the pocket, but that happens in the NFL too.
Receiver Catching 48 48
The original amount, 37, cause so many drops. This one still has drops, but mostly if the receiver is not skilled or takes a hit as he gets the ball
Running Ability 63 63
The same as Moonbax's. Seems good enough
Offensive line Run Blocking 18 18
Balanced it out with Pass Blocking
Defensive Awareness 40 40
Added 7 points compared to Moonbax's. Seems to give a better challenge to complete passes, and they react faster to the run direction.
Defensive line Knockdowns 17 17
Ball swats seem spot on to me.
Interceptions 7 7
Despite this there was only 1 interception in my test game. From a MLB that jumps like if he was Michael Jordan
Defensive Break Blocks 9 9
Assuming you get a good block from a good blocker, you can get a good gain
Tackling 29 29
Elusive and Power Backs and WRs are hard to tackle, but using 2 or more guys can make a difference
Fieldgoal Length 57 57
With Moonbax's sliders, I found it impossible to pull off 50+ yard FGs. Even with 100 power. With this one I can pull 50+ FGs, but I have to get 90+ to make it happen. If the kicker has a lot of leg, maybe a 60 yard FG is possible.
Fieldgoal Accuracy 56 56
The same as Moonbax's.
Punt Length 56 56
This one will see a change. As of now, there are close to 0 punt returns due to the fact that the returner has a defender in his face and is forced to Fair Catch. In theory, a longer punt length should allow more punt returns. The sacrifice, naturally, is a realistic punt average. It is a sacrifice I can make though.
Punt Accuracy 56 56
Increased a tad.
Kickoff Length 66 66
The same as Moonbax's
And this one is set for Player vs. CPU Classic moder.
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Slider Human CPU
QB Accuracy 40 50
I feel this gives Elite QBs the accuracy they should have and allows them to throw it somewhat deep. Rookie QBs don't have that benefit. The CPU QB Accuracy is 10 points higher. It seems to give them more awareness.
Pass Blocking 40 50
Lower seems to make the pocket disappear far too quickly. The CPU slider is 10 points higher to give CPU QBs more time to look around, as they can be a tad slow.
Receiver Catching 50 50
The default is good enough. Even top receivers will drop the football from time to time.
Running Ability 60 65
The CPU needs a rad bit of help whe it comes to running. The difference is not that big.
Offensive line Run Blocking 30 40
Works good enough, the O-Line can block effectively enough, but enough guys come in, the run will probably be stuck in the backfield.
Defensive Awareness 40 81
Key stat here. Setting awareness the same seems to give the player an advantage, as the CPU responds way too slowly from what I gather. You still have to call the correct play.
Defensive line Knockdowns 40 99
CPU consisntently goes for the swat most of the time with this on 99.
Interceptions 20 5
Awareness seems to increase Ints along with this slider. Since the CPU has 81 Awareness. 5 in Interception balances it out. 20 for Human is good enough. You'll get 0-4 picks a game.
Defensive Break Blocks 9 9
Assuming you get a good block from a good blocker, you can get a good gain
Tackling 29 29
Elusive and Power Backs and WRs are hard to tackle, but using 2 or more guys can make a difference
Fieldgoal Length 57 57
With Moonbax's sliders, I found it impossible to pull off 50+ yard FGs. Even with 100 power. With this one I can pull 50+ FGs, but I have to get 90+ to make it happen. If the kicker has a lot of leg, maybe a 60 yard FG is possible.
Fieldgoal Accuracy 56 56
The same as Moonbax's.
Punt Length 56 56
This one will see a change. As of now, there are close to 0 punt returns due to the fact that the returner has a defender in his face and is forced to Fair Catch. In theory, a longer punt length should allow more punt returns. The sacrifice, naturally, is a realistic punt average. It is a sacrifice I can make though.
Punt Accuracy 56 56
Increased a tad.
Kickoff Length 66 66
The same as Moonbax's
The penalty sliders are exactly the same as Moonbax's sliders. Penalties are kind of light though. Also, each time I get a big gain, someone will hold, always. It is a miracle when it doesn't happen
There is an exception though, and that is the Intentional Grounding penalty. Using Moonbax's version which is 99 makes it so that as soon as the QB sees a blitz, he'll throw it away. using the value of 50 that I got makes the QB actually hold the ball a bit longer before deciding to throw it away.
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False St. 95
Holding 77
Facemask 95
Clipping 95
Int. Grounding 50
Rgh. Passer 99
Rgh. Kicker 99
Off. PI 95
Def. PI 99
KR/PR Int. 99
Finally, the Sub Out/In set.
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Sub. Out/In 75 / 90
One of the things that annoys me with the 88/93 set that Moonbax's recommends is that, at times, incorrect players will show up in incorrect positions. For example, a HB or TE will appear as a CB or FS. With this set, that doesn't happen. Players get Subbed Out when they are so tired that they are a liability (Tired players fumble the ball a lot, I know this for a fact.).
Additionally, this set introduces a strategic element when it comes to using Sub Packages. Do you leave your tired starter HB in there or do you swap him for the back HB? Do swap the tired Split End WR for the Slot WR?
If you have any comment or recommendation, post it so that I can find a way to improve these sliders