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M16 Sliders / AP Level / No Tuner / Ball Hawk: ON / OPI: OFF 
Posted on October 12, 2015 at 05:56 PM.
M16 Sliders V 13.9 AP

QB Accuracy: 50
Pass Blocking: 25
WR Catching: 50
Run Blocking: 40
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 40
Pass Coverage: 50
Tackling: 45

QB Accuracy: 50
Pass Blocking: 45
WR Catching: 50
Run Blocking: 60
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 50
Pass Coverage: 50
Tackling: 45

FG Power: 50
FG Accuracy: 50
Punt Power: 50
Punt Accuracy: 75
Kickoff Power: 50

PENALTIES

Set the value on the left in the Main Menu / Profile, then load into CFM and manually adjust to the value on the right:

Offside: 50 / 56
False Start: 50 / 56
Offensive Holding: 45 / 56
Defensive Holding: 50 / 55
Face Mask: 55 / 54
Illegal Block In The Back: 50 / 51
Roughing Passer: 55 / 51
Defensive Pass Interference: 55 / 60
OPI: OFF / All Others: ON

Injuries:75
Fatigue: 75
Player Speed Parity Scale: 50

Note: These are NOT "No Switch Rule" Sliders, as much as they are "Play Defense" sliders...I rush as a DL / break the pocket, switch to tackle in the run game and occasionally switch to swat a pass...you don't have to be a controller jockey or button mash, but you do have to participate FULLY on D...

Big Thanks to Trojan Man for helping me with the set in both the development and testing phases, as well as StefJoeHalt, who also helped fine tune and test the set. JoshC also had some great insights re: penalties / concepts, that were implemented into the set...

The goal was to remain true to AP Default while addressing the following issues:

1) Lack of CPU run game

2) Too easy to move the ball on offense for the HUM

3) Not quite as challenging as desired, with regard to the overall performance by the CPU

4) No fumbles, that seem to be brought out a bit more by having fatigue at 70 and the "arm tackles" versus "body tackles" at the lower setting (45)


This is the set that we agreed addressed those concerns and brought about the most "Stat Accurate" results in all major and minor statistical categories. Nothing is perfect (lack of fumbles, etc.), but as seasoned players know, this is a title of "trade offs".

The "little stats" like Pancakes / BTK / YAC for HBs / etc. have all been addressed and "leveled out" between the HUM and CPU players, to the degree that it can be!

Enjoy!
Comments
# 61 BadAssHskr @ Dec 29
What was the lowering of Hum pass blocking from 25 to 20 aimed at accomplishing?
 
# 62 KingV2k3 @ Dec 29
Less time in the pocket = lower completion percentages...

Each patch unintentionally raised QB ACC, so every option that can reliably help achieve that has been considered...
 
# 63 tdawg3782 @ Jan 2
On point as usual King. Just had a great game against a Bucs team (I'm the Chargers in year 2) who I should have dominated in every point of the game. 5 turnovers later I lose 31-24. Got to cocky lol. Anyways I only play 5 games a season plus playoffs (to get more seasons in) and entering Week 9 I was 7-0 (2 played and 5 simmed). So this team is pretty damn good. Hated to lose but man it felt good.
 
# 64 KingV2k3 @ Jan 2
Thanks for trying the set and thanks for the feedback / compliment, tdawg...

I find that not unlike the actual NFL, you MAY get by on a mistake or two, but that's about it!

Out of 120 plays?

Well, that's where the challenge is...

Enjoy!

 
# 65 tdawg3782 @ Jan 2
I forgot to mention of the TO's that it was 3 ints (just 2 really bad reads by me and a wrong button push) and 2 fumbles. One was Rivers where I just held the ball to long, tried to throw, but was to late. The other was really a thing of beauty. I was down by 4 in the middle of the 4th, threw a sweet post to Allen who caught it and the DB went straight for the strip, they struggled a sec and he ripped the ball loose. It was really a momentum killing play.
 
# 66 KingV2k3 @ Jan 2
VERY cool...

Yeah, whenever I throw a pick I look at the replay and realize that it was either due to a bad read or not bailing out on the play fast enough...

With HUM PBK @ 20, you have to trust your pre-snap read and also know your when and where your second and third options are...

And as much as it must have s*cked:

Great to see the "little things" like striped receivers are in the mix...

Sounds like it would have had a solid "Instant Classic" score on NCAA...

 
# 67 Hilman11 @ Jan 3
This slider set is fantastic for my style of play. I just had an epic game in my Bengals CFM defeating the Ravens 25-24 and securing the 6-seed in the playoffs. It was a Win-and-In scenario. Late in the 4th, the Ravens had a chance to win the game. 3rd and 5 and Carlos Dunlap comes up with a huge sack on Flacco forcing them to punt (they had all 3 TO's left). I was able to milk away the clock enough to get the win. Defense stepped up and delivered. With this slider set and Armor's 32-team control ideas, this game is Gold!
 
# 68 KingV2k3 @ Jan 3
Sounds like a GREAT game!

Thanks for trying the set and the quality feedback...

Regards
 
# 69 Mikeyo918 @ Jan 4
King great sliders I'm loving the gameplay. A couple issues I'm running into and was wondering if you could help. Roughing the passer are occurring a lot, usually about 3-4 per team each game. And also I'm having trouble with elite receivers coming down with the ball even with a great matchup.
 
# 70 KingV2k3 @ Jan 4
Thanks for the compliment @Mikeyo918...

I'm not getting those RTP numbers, but I'd assume you can simply reduce the value inside CFK to 53 and it won't "set off the dominoes" in other areas...

The CPU QB "sticks to the scripted play" a bit longer than I'd like at that setting, which is why I went with 54...

Also, not seeing the WR issue you describe...

Because it's a "Box Feature" I see the opposite much more often than not...

Could be due to a small sample or not yet giving the sliders a couple weeks to "lock in", as they do after you advance to the next week(s), etc...

If it keeps up, you could simply disable Ball Hawk, but the tradeoff is inflated QB completion percentages...

Raising the CTH sliders sounds simple enough, but that's going to tip the scales too hard in the offence's favor in all aspects of passing...

Another "safe bet" is to reduce the DPI value inside CFM to 55...but that also affects run reaction (beleive it or not)...

It's also going to loosen the coverage, but also (like disabling Ball Hawk) won't make the House of Cards fall...

Lastly, you can go into the Scheme Menu and make sure your WRs are set to the player stlye listed in the Progression Menu or their player card...

Guys who are Red Zone Threats mos def "go up and get it" and the Possession guys are also good in traffic...

Those setting are quite impactful and setting the to the player listed style or to the setting that you'd prefer them to play like, works...

I'd go with the Scheme stuff and RTP at 53 (inside CFM) first and see where you're at after a couple / few games...

Regards
 
# 71 Raniel3 @ Jan 5
Hey king,

I really appreciate your work. Just one question: For PlayNow, what penalties would you recommend? Those on the left side or those on the right side?
 
# 72 KingV2k3 @ Jan 5
Thanks for the compliment!

I have to admit, the only mode I play is CFM...

My "guess" would be the ones on the right, as they control frequency and strength of effect, whereas the one on the left mostly "sweeten" the animations of the values on the right...

I'd also ask Josh, if I were you...

GREAT question...I just wish I had a more definitive answer!

 
# 73 Raniel3 @ Jan 6
Alright I used the ones on the right side, but I am having severe penalty issues. The teams combine for about 200-250 yards of penalties a game, while the real life average is about 120 IIRC. Most of these come from DPI (about 2 a game), mostly deep throws, which in turn give penalty yards of 30-50 per single DPI. Apart from that I get at least 4 RTP calls, which combine for another 60 yards.
This has dramatic effect on gameplay, as most of the penalties benefit the offense and therefore there is a lot more red zone play and a lot more points scored in turn.
It could be a playnow issue, do you get more than 120-150 penalty yards per game on CFM?
I could turn down RTP to 50 and DPI to 55 to solve this, but I do not want to mess with the "house of cards"...
 
# 74 KingV2k3 @ Jan 6
WOW!

Yeah, obviously Play Now works very differently from CFM...

I get "league average" numbers...

When I "built the house" I started with all penalties at 55, tuned the sliders and THEN dug into the "bi level" penalties to address various deficiencies that sliders alone can not address...

So:

For Play Now, you MAY want to go with something like this:

Offside: 60
False Start: 60
Offensive Holding: 56
Defensive Holding: 55
Face Mask: 55
Illegal Block In The Back: 52
Roughing Passer: 53
Defensive Pass Interference: 55 or 60

I know from past experience that the values above won't set off the dominoes...although you'll have to decide which DPI option you prefer...

60 makes for tighter coverage, but in consort with Ball Hawk, you'll see more calls on the deep shots...

I wouldn't go below 53 for RTP, because the QB "behavior" gets funky (IMHO) below that value...

All that being said, Play Now is a different beast, mostly because from what I hear, fatigue works totally differently...

And fatigue is a BIG factor in triggering them...

I'd give the above settings a shot and then if it's "close" but still high, reduce Fatigue to 65...

Still high?

Fatigue at 60...

Other than RTP (easy fix at 53), the rest is more of a fatigue issue than setting...

Let me know how it goes...

Intriguing, indeed...
 
# 75 Raniel3 @ Jan 6
Thanks for your fast response! The problem is that in PlayNow penalties can only be set in 5 point increments... so I have to go with 55 or 50. I guess I have to stay at 55 if it makes QBs "funky" otherwise. To compensate I would drop DPI to 55, but will that increase completion percentage? Because CPU QBs are already averaging 75-80% in my playnow games... they just perfectly time short/mid-short passes so they NEVER drop or miss. Robo-QB behaviour if you ask me. No idea why that is happening for me.
Anyway thanks for taking the time!
 

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