Art01
11-07-2007, 12:01 PM
After a number of experiments, I have come up with the following slider/difficulty settings for Coach Mode play:
Difficulty: Varsity
Sliders:
Offense: Human - 90 for all sliders. CPU - 95 for all sliders
Defense: Human - 95 for all sliders, except 0 for Interceptions. CPU - 99 for all sliders, except 0 for Interceptions.
Special Teams:
Slider Human CPU
FGL 45 0
FGA 50 0
PL 35 40
PA 50 0
KOL 50 40
I have also lowered all Penalty settings to between 30-50%
I have also begun the process of lowering ratings for Kickers for all CPU teams to between 70 and 75 for Field Goal Kick Length and Kick Accuracy.
The objectives are: to reduce fumbles and interceptions, to reduce CPU long field goals, and to create close games.
During expermients, I tried various combinations of extreme slider settings, both high and low, coupled with various Diffuculty settings ranging fron JV to Heisman. Observations were:
1. At low slide settings, teams were too inept and could not move ball. Also, turnovers occured too frequently.
2. At high slider settings and higher difficulties, CPU tended to cause excessive turnovers as a way to impact the flow of the game.
3. At the high slider settings shown above, coupled with Varsity play, games have been exciting and close. Big plays both offensively and defensively. My last two games were rated Number 1 and Number 2 all time great games.
Number 1 all time great game was Alabama at Iowa (I always coach Alabama). Iowa jumped out 14-0, Bama tied game at 14-14. Iowa retook lead to 28-14. Bama tied game at 28. Bama took lead 35-28. Iowa tied at 35. Bama took lead at 42-35, Iowa tied at 42. Bama took lead at 49-42 and Iowa tied at 49 on last play of regulation. 1st overtime, Bama scored at 56-49 and Iowa tied at 56. 2nd overtime, Iowa kicked FG and Bama tied at 59. 3rd overtime, Bama scored and converted 2 for 67-59 and Iowa failed to score on 4th down - Bama won in 3 OTs.
Number 2 game was Bama at Oklahoma. Bama took a 21-3 lead - Oklahoma closed to 21-17 at half. OU took a 24-21 lead, stretched it to 27-21. Bama scored late to make it 28-27. OU kicked FG with less than 1 minute in game to take 30-28 lead. Bama drove to the OU 11 with 3 seconds left. I then made a perfect kick, except that I had over-set the alignment arrow, so I missed to the left - final OU 30, Bama 28.
Both games featured big plays on both sides of the ball and just a couple of turnovers. Also few penalties.
My observations are that the high settings seem to cause the CPU to allow the game to flow along with minimal interruptions or "forced errors" to cause turnovers, etc. I can clearly see now that fumbles, interceptions, silly routes, poor defensive angles, etc. are game-based limitations which show up during CM style game play. I will continue to use these settings for a few more games, then, if they hold up, I will start a dynasty. Right now, I am very encouraged - the last two games were the most exciting games I have ever played on any version of NCAA.
More later and comments are welcome.
Art
Results so far after several games at 10 minutes quarters are very encouraging.
Difficulty: Varsity
Sliders:
Offense: Human - 90 for all sliders. CPU - 95 for all sliders
Defense: Human - 95 for all sliders, except 0 for Interceptions. CPU - 99 for all sliders, except 0 for Interceptions.
Special Teams:
Slider Human CPU
FGL 45 0
FGA 50 0
PL 35 40
PA 50 0
KOL 50 40
I have also lowered all Penalty settings to between 30-50%
I have also begun the process of lowering ratings for Kickers for all CPU teams to between 70 and 75 for Field Goal Kick Length and Kick Accuracy.
The objectives are: to reduce fumbles and interceptions, to reduce CPU long field goals, and to create close games.
During expermients, I tried various combinations of extreme slider settings, both high and low, coupled with various Diffuculty settings ranging fron JV to Heisman. Observations were:
1. At low slide settings, teams were too inept and could not move ball. Also, turnovers occured too frequently.
2. At high slider settings and higher difficulties, CPU tended to cause excessive turnovers as a way to impact the flow of the game.
3. At the high slider settings shown above, coupled with Varsity play, games have been exciting and close. Big plays both offensively and defensively. My last two games were rated Number 1 and Number 2 all time great games.
Number 1 all time great game was Alabama at Iowa (I always coach Alabama). Iowa jumped out 14-0, Bama tied game at 14-14. Iowa retook lead to 28-14. Bama tied game at 28. Bama took lead 35-28. Iowa tied at 35. Bama took lead at 42-35, Iowa tied at 42. Bama took lead at 49-42 and Iowa tied at 49 on last play of regulation. 1st overtime, Bama scored at 56-49 and Iowa tied at 56. 2nd overtime, Iowa kicked FG and Bama tied at 59. 3rd overtime, Bama scored and converted 2 for 67-59 and Iowa failed to score on 4th down - Bama won in 3 OTs.
Number 2 game was Bama at Oklahoma. Bama took a 21-3 lead - Oklahoma closed to 21-17 at half. OU took a 24-21 lead, stretched it to 27-21. Bama scored late to make it 28-27. OU kicked FG with less than 1 minute in game to take 30-28 lead. Bama drove to the OU 11 with 3 seconds left. I then made a perfect kick, except that I had over-set the alignment arrow, so I missed to the left - final OU 30, Bama 28.
Both games featured big plays on both sides of the ball and just a couple of turnovers. Also few penalties.
My observations are that the high settings seem to cause the CPU to allow the game to flow along with minimal interruptions or "forced errors" to cause turnovers, etc. I can clearly see now that fumbles, interceptions, silly routes, poor defensive angles, etc. are game-based limitations which show up during CM style game play. I will continue to use these settings for a few more games, then, if they hold up, I will start a dynasty. Right now, I am very encouraged - the last two games were the most exciting games I have ever played on any version of NCAA.
More later and comments are welcome.
Art
Results so far after several games at 10 minutes quarters are very encouraging.