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Matt10's Heisman Sliders (PS3)

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Old 07-20-2010, 10:53 PM   #153
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Re: Matt10's Heisman Sliders (PS3)

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Originally Posted by JayBee74
No challenge for you to use "Auto Sprint" or whatever they call it?
Not really. Only time I do is if I am trying to pick up the first down on an iso or a dive. Usually can turn the corner better without it so its not that big of the deal for me especially when I been using speedy backs. Maybe that will change when I lose Williams after this season and then will have slower backs to use.
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Old 07-21-2010, 12:46 AM   #154
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Re: Matt10's Heisman Sliders (PS3)

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Originally Posted by MrHyde
I found out the CPU has enough power to with FG Power set at 5.I've seen them make it from 50 yards with this set at 5,so just thought I would give you some info on that.I'll be trying your sliders myself and post the results as everything looks good,but FG Power.
Mrhyde - 'precciate the info, that is pretty interesting. Kind of sucks in a sense - but as a field goal kicker myself, accuracy is all that matters - I was scared to see a consistent miss on XPs and what not, but last game the CPU had no misses.

Quote:
Originally Posted by JayBee74
Wow, they ran the ball 820 times and passed it only 110 times. I'm pretty naive about option teams.

EDIT: How are these sliders holding up with Player Lock on defense? I just started using it but haven't tested them with these sliders.

EDIT 2-these are probably the sliders I'm going with including the 20 for Hum Run Block, but I want to maximize them for Defensive Player Lock.
I've only used player lock once, and it was on accident. I love that feature though - and the only time I think I will use it if I ever create myself as a hybrid RTG (not actually using RTG mode) - which would be a blast.

I can't tell for sure if player lock mods need to be applied, the angle makes it difficult - but that is dependant on the user. It's a tough call, man. I'm sure if you test it out - and report back - the player lock enthusiasts would voice their thoughts.

Btw, I played with the modded set (knowing there is a counter exploit just bugs me now) and did fairly well as virginia against cincy - but the problem was my two running backs (both freshman) were knocked out of the game. My run game was dead from there - as was my game. The report is in my sig, I'd post it here - but don't want to advertise - plus it's a big picture file.
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Old 07-21-2010, 02:34 AM   #155
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Re: Matt10's Heisman Sliders (PS3)

I'll try the updated ones.
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Old 07-21-2010, 08:27 AM   #156
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Re: Matt10's Heisman Sliders (PS3)

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Originally Posted by Matt10
Mrhyde - 'precciate the info, that is pretty interesting. Kind of sucks in a sense - but as a field goal kicker myself, accuracy is all that matters - I was scared to see a consistent miss on XPs and what not, but last game the CPU had no misses.



I've only used player lock once, and it was on accident. I love that feature though - and the only time I think I will use it if I ever create myself as a hybrid RTG (not actually using RTG mode) - which would be a blast.

I can't tell for sure if player lock mods need to be applied, the angle makes it difficult - but that is dependant on the user. It's a tough call, man. I'm sure if you test it out - and report back - the player lock enthusiasts would voice their thoughts.

Btw, I played with the modded set (knowing there is a counter exploit just bugs me now) and did fairly well as virginia against cincy - but the problem was my two running backs (both freshman) were knocked out of the game. My run game was dead from there - as was my game. The report is in my sig, I'd post it here - but don't want to advertise - plus it's a big picture file.
I'm talking about defensive player lock exclusively.

Two things: I played an entire game using defensive player lock using Michigan (B) against Memphis (C). I used your sliders, including 60 for HUM Run Block, but upped the CPU Run DEF to 75. I liked what I got out of the defensive player lock, but Michigan's 35-0 defensive effort had a lot to do with it's dominating run game.

Michigan (ME)
QB>3-4, 21 yards, 0 TDs, 0 INTs
HB#1> 28 rushes,164 yards, 1 TD, (5.8)
HB#2>10 rushes, 124 yards, 3 TDs (12.4)

Memphis (CPU)
QB> 7-17, 64 yards, 0 TDs, 2 INTs
HB#1> 12 rushes, 54 yards, 0 TD, (4.5)
HB#2> 6 carries, -5 yards (-0.8)

My #2 HB had two 50+ yard TD runs, and my #1 HB had one 50+ yard TD run, so about 160 of the 284 total rush yards came on three big plays. Still, I wasn't satisfied with the ease of those runs.

As another post stated on Heisman the Human Run Block is more potent than the CPU Run Defense. Your default of 60-40 (Hum-RBL/CPU-Run DEF ratio) is easier than the 60-75 I just used. Some might think these are acceptable stats, especially those playing in franchise mode who want their players' stats at the top of the heap, but I think it's way too easy.

I'll play the same teams again, this time with a 35-75 ratio.
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Old 07-21-2010, 09:07 AM   #157
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I'm going to play a lesser team later today and see how the running game is. Check out my blog and help me decide my team for my dynasty!
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Old 07-21-2010, 03:17 PM   #158
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Re: Matt10's Heisman Sliders (PS3)

Should we put the cpu punt power up? seems like they're always around 38-41 or so yards while I am mid 40 or so yard avg. I think I may stick with this rushing, its difficult but a great challenge!
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Old 07-21-2010, 08:04 PM   #159
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Re: Matt10's Heisman Sliders (PS3)

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Originally Posted by bucfan47
Discovered a glitch while playing with Penn State. It's happened to me multiple times. The playcall is below.

I-Form Twins, Playcall is Playaction Boot Pass. If you run that play with Penn State, the glitch will kick in and your QB will act like he's handing the ball off, only to run backwards approx. 20-25 yards before you regain control of him.

EA must fix this. I've noticed it for every team I've played with thus far. For Penn State, it's at least that play, maybe more.
This actually happened when I was playing on OD. I was playing the CPU, who was Penn State and this happened....
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Old 07-21-2010, 08:11 PM   #160
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Re: Matt10's Heisman Sliders (PS3)

Well, it's somewhere in the middle, because the 35-75 (Human Run Block/CPU Run Block Defense Ratio) did not work, and changed the way Memphis played the game. Despite taking a 7-0 lead on the first play of the game (i recovered a fumble and ran it in for a TD), Memphis was leading 20-7 early in the 4th and had just taken over on downs at which point I conceded.

First Game Stats using Matt's sliders with a 60-75 (Human Run Block/CPU Run Block Defense Ratio). Matt's default "ratio" is 60-40.

First Game using a 60-75 ratio.

Michigan (ME)
QB>3-4, 21 yards, 0 TDs, 0 INTs
HB#1> 28 rushes,164 yards, 1 TD, (5.8)
HB#2>10 rushes, 124 yards, 3 TDs (12.4)

Memphis (CPU)
QB> 7-17, 64 yards, 0 TDs, 2 INTs
HB#1> 12 rushes, 54 yards, 0 TD, (4.5)
HB#2> 6 carries, -5 yards (-0.8)

Second Game using a 35-75 ratio.

Michigan (ME)
QB-6-15, 79 yards, 0 TDs, 2 INTs
HB#1-15 rushes, 25 yards, (1.6 )

Memphis (CPU)
QB-19-25, 170 yards, 3 TDd, 1 INT
HB#1-12 rushes, 48 yards

Both games were played at Memphis. Michigan is a "B" overall, Memphis is a "C" overall.

So running game wise 60-75 is way too easy and 35-75 is way too hard, at least for me. At least I know that there should be a happy balance somewhere in between.

Last edited by JayBee74; 07-21-2010 at 08:13 PM.
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