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Ratings/Abilities Driven Gameplay

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Old 07-30-2024, 04:45 AM   #1
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Ratings/Abilities Driven Gameplay

In a nutshell, with this setup gameplay will be driven by Player Ratings/Abilities.

You will have to know the skillset of your players because if you try and play away from what they are best at, the struggle will be very tangible.

Focus on Skillset and not OVR's and Star Ratings

Setup:
Difficulty Level:
- All-American

***Heisman makes players too sticky and removes dynamic outcomes
***Varsity works, but will not get the same type AI challenge

Passing Setting:
Revamped
- removes God mode and your ability to override player skillset/ratings

Pass Lead Increase = Large
- creates overthrows

- impacts CPU as well

***you can try other Pass settings but gameplay experience will be different

Gameplay Sliders:
QB Accuracy = controls Throw Power Velocity/Distance
- 40 (above 40 may make passing too easy for you)

- bullet passes without the arm strength can trigger grounders

All other CPU/User Sliders
- 100

Kicking Sliders
- Default ***Do Not edit

Injuries
- Default ***Do Not edit

Fatigue
- 100

Speed Parity
- Default ***Do Not edit

Penalty Sliders:
- Default ***Do Not edit

Sub In/Out Sliders:
RB/WR
- Out = 98
- In = 100

All other positions
- Out = 99
- In = 100


Some gameplay tidbits with these settings:
Acceleration
- unlike Madden, only gives a short burst, not constant acceleration so lay off until needed
- you also loose ability to COD and perform moves when pressed for a brief second

Cover Ball Mechanic
- risk strips/fumbles in traffic, including running into your own teammates triggering a fumble, so use in traffic

High Pass Mechanic
- because of the lowered QB Accuracy Throw Power impact, you must use this mechanic to get ball over defenders, esp LB's and smaller DB's

- can get your WR/TE's killed and possibly injured
***player must have the CIT rating skillset


***Your players Ratings/Abilities will dictate what you can/can't do with this setup

Welcome to Simulation College Football!!!

***As always, will have to revisit after any EA Updates

Last edited by khaliib; 07-30-2024 at 04:51 AM.
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Old 07-30-2024, 12:43 PM   #2
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Re: Ratings/Abilities Driven Gameplay

This is intriguing I’ll definitely take a look
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Old 07-30-2024, 02:31 PM   #3
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Re: Ratings/Abilities Driven Gameplay

Love the idea. Can you explain the logic behind this?
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Old 07-31-2024, 11:05 AM   #4
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Re: Ratings/Abilities Driven Gameplay

Well I have used these in the last 3 games in my Dynasty and they have been the best 3 games to date!
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Old 07-31-2024, 11:57 AM   #5
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Re: Ratings/Abilities Driven Gameplay

Yep. Same here. Only adjustment I made was dropping QB acc to 5.
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Old 07-31-2024, 12:58 PM   #6
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Re: Ratings/Abilities Driven Gameplay

You know its wierd its almost like the players play more to ratings with these. All I know is the game has not played as well as it has since I have done this
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Old 07-31-2024, 09:15 PM   #7
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Re: Ratings/Abilities Driven Gameplay

Does 100 catching not make the receivers too sticky?
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Old 08-01-2024, 11:09 AM   #8
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Re: Ratings/Abilities Driven Gameplay

I tried this one year in Madden and it made the game a lot tighter but it still felt like the offenses dominated the defenses but I am intrigued by this and want to give it another go. I've modified my own set a smidge away from default sliders and maxed out speed parity instead to make the game tighter and it's played well. Few things I'm curious about though when trying this:

1. Penalties, are you getting any at default 50? I set them all to 55 and am liking the amount.

2. Fatigue and auto subs, are players not disappearing in your dynasties with them set so high?
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