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Sundown's NCAA 13 CPU vs. CPU sliders

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Old 12-04-2012, 05:19 AM   #1
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Sundown's NCAA 13 CPU vs. CPU sliders

I've been debating whether to put these up but decided to share these for feedback. Slider adjustments are not a cure all for some of the gameplay issues that most are experiencing, in fact, adjusting sliders can actually cause more problems than they solve. That is why I am posting this set along with some suggested roster edit tweaks. If you don't have the time or patience to do this then this set will not be as effective IMO, but at the end of the day we all like the game to play to our liking, so I support anyone who wants to try things differently. Some of the edits are optional, but a few are not. Keep in mind that these minor edits will not have a huge impact on the overall of the player, so those using these in a dynasty will not be negatively affected when it comes to recruiting. Also note that you only need to edit your team from the start and from then on the teams you play.

Mandatory Edits

QBs: All QBs must have AWR at 70 or higher. Use whatever scale you choose to rate them, but the scale must be between 70-99. No exceptions. The QBs must be able to execute their offenses and with AWR under 70 that is very difficult for a CPU controlled QB to do.

RBs: 70 AWR and above. Use your own scale as you see fit.

http://www.operationsports.com/forum...ttle-plan.html

Optional Edits for enhanced gameplay experience

Elusiveness and Trucking: For Scrambling QBs raise ELU to 85 to help them avoid sacks (If you play this game you know they need the help). For playmaking Scramblers 85-95. Elite Scramblers like Johnny Manziel or a Denard Robinson max it out to 99. For bigger scrambling QBs like EJ Manuel of FSU raise the trucking as well and keep the rating even with elusivness, but don't go past 85 ELU due to the size of the player. For Balanced QBs and Pocket Passers raise Elusiveness to 85-90. Oftentimes this will change the tendency of these type of QBs. The easiest way to combat this is to lower trucking, as it has the least affect on the overall of the QB compared to the other options. You can also raise strength to bring the tendency back to where it was, but don't make a player stronger than he should be. Lowering speed, agility and accleration will also change the tendency back to normal. With a Pocket Passer try substituting TRK in place of ELU if you want. I'm still on the fence whether this makes the player stronger in the pocket compared to having high ELU

For Speed backs raise ELU to 85 regardless of class or rating. Our goal is to help the CPU avoid tacklers as much as possible. Elite Speed backs get 95-99. For Balanced backs do as much as you can before the tendency change, if any. If a Balanced back changes to a Speed back you can change him back by raising trucking or raising strength. Don't be too liberal with this! Lower SPD, ACC, or AGL if you need to. Power backs should not receive a boost in ELU. Use TRK and STR to make them stand out, but once again don't over power them.

For WR the same rules apply.

Juke Moves, Stiff Arm and Spin Moves: I used to think that this rating meant the higher the number the better a player is at performing these moves...wrong. The higher the number the more a player will rely on that particular move. So...a 95 JKM guy will rely on a JKM to avoid a tackle more often than a 72 JKM player. AGL rating determines how effective spins and jukes are. Get it? With that said. If you want to see more special moves you need to raise those ratings. If you want Dat Thomas of Oregon juking like crazy max his SPM and JKM out. If you want your power backs to perform like bulldozers max out the SFA. Out of all of these moves the one that is the highest rated is the one you will see from the player more often. When they are balanced close together the player will use the one he feels is most appropriate for the situation he is in (STR rating of the player trying to takle him).

Use common sense with this approach guys. Before a game if you see a freshman HB that's 5'8 185lbs with a 78 STR rating you know right off the bat that this is wrong. Change it to the 50s so that the proper tackle animations play out.

All of this plays out better with speed lowered globally. That is up to you to do that if you want.

Skill Varsity (Your preference)
Quarter Length 9 Minutes (Your preference)
Game Speed Very Slow (Your Preference)
Player Min Speed Threshold 25 (Your preference)

Alpha set
QB Accuracy 100 (Slider is broken in Play Now and Dynasty mode)

Pass Blocking 0 (This slider is directly related to the strength rating of any player engaged in a pass blocking situation. When this and the Pass Rush slider are lowered it allows for more fluid, dynamic line interaction i.e. More special moves performed by the DL)

WR Catching 45 (I prefer this higher in order to enable more spectacular catches but then you see too many catches in general and not enough drops. 45 gives a nice amount of drops from guys rated low in CIT when they hear the footsteps near. Raise this to 50 if you don't like 1-5 drops per team in a game)

RB Ability 60-75 (Maximizes the abilities of the ball carriers without overpowering them in relation to the Tackle slider. For more fumbles lower this slider, but pay the price with higher amounts of injuries)

Run Blocking 45-50

Pass Coverage 100 (This slider is basically a play recog slider for pass plays, but it is reversed. All you need to do is go into a game and run a play with all curls and wait for the CPU to play straight man. With this set at 0 the DBs barely need to adjust to the receiver's stop and curl motion. They stick like glue. Set this to 100 and there is a significant delay in reaction by the DB when the WR breaks his route. Higher rated players react better naturally. Keep this high in order to prevent too many passes defended in the game. There is another way to control comp % just stand by for that)

Pass Rush 15 (Works beautifully with the 0 Pass Block. You will see one DL spin and get knocked down on one pass play and maybe the other three will get blocked well. Then on the next play you will maybe see a DT get through on a bull rush and a DE get free using a spin. Then the next play you may see both DEs on the ground after a failed rush move and completely taken out of a play. Very nice variety with the line play when these sliders are low. Not perfect, but much better than a 50-50 or 50-100 setting).

Interceptions 30 (40) (This number should always be at least 15 points lower than the WR Catch slider regardless of where you set the values. The INT slider is basically a jump slider as well. By default the DBs have an advantage on balls in the air. This slider must be lower in order to give the WRs a fair shot at winning a ball.) (Raised this to match the WRC slider. The WRs had too much of an advantage on jump balls and there were not enough INTs being caught by the defense. Now QBs will pay the price when pressured into rushed throws.)

Rush Defense 50 or personal preference (This is a very disappointing slider. It is very unresponsive in Play Now and Dynasty Mode but works like a charm in Practice mode, but unlike the QBA slider it does work. This slider controls block shedding and Run Play Recog. The Play recog element is almost non-existent, but the block shedding part works ok. For more YPC on runs lower this. When LSU plays Alabama max it out.)

Tackling 25 (This slider controls more in this game than it really should. Tackling, Hit Power, Pursuit, Injury frequency, and Fumbles are all ruled by this slider. Setting this slider is a constant exercise in compromise and tbh it is one of the main reasons why editing rosters is essential in order to enjoy the best gameplay experience. I tear hair out cos of this thing...This setting provides the best compromise when paired with an RBA slider set at 60-75. You get a nice number of broken tackles in game and they also match up well with dynasty stats. The pursuit to ball carrier ability ratio is digestible, but not perfect. You will still see some injuries, but you won't see your QB or HB hurt for at least a quarter in every game. The biggest compromise with this setting is the fumbles. They do go down a tad, but not nearly as bad as it did with my 40 RBA 0 Tackling set I used to use.)


Also: In the penalty section Lower OPI and DPI to 15 and 20 respectively. Also lower clipping to 33 and most important of all. Lower Intentional grounding to 5-20. Preferably 5. You will notice your QB not hold the ball as long and he will throw inaccurately under pressure. You must make sure your sliders are set for the QB to get pressure on at least every 3rd pass attempt for this to work. http://www.operationsports.com/forum...-gameplay.html



I'll post a Beta set soon. Thanks guys give feedback.

Last edited by Sundown2600; 12-12-2012 at 02:56 AM.
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Old 12-04-2012, 06:42 AM   #2
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Re: Sundown's NCAA 13 CPU vs. CPU sliders

I like how you gave a detailed explanation about everything, I think I'm going to try these tomorrow! Quick question though, wouldn't I have to adjust player ratings each year in my dynasty due to the new recruits coming in?
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Old 12-04-2012, 06:48 AM   #3
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Re: Sundown's NCAA 13 CPU vs. CPU sliders

Quote:
Originally Posted by DieHardAuburnFan82
I like how you gave a detailed explanation about everything, I think I'm going to try these tomorrow! Quick question though, wouldn't I have to adjust player ratings each year in my dynasty due to the new recruits coming in?
Yes but that doesn't take long at all. The edits I mentioned are minimal they literally take 10-20 min if that. You only need to edit your team and they teams you play.
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Old 12-04-2012, 07:03 AM   #4
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Re: Sundown's NCAA 13 CPU vs. CPU sliders

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Originally Posted by Sundown2600
Yes but that doesn't take long at all. The edits I mentioned are minimal they literally take 10-20 min if that. You only need to edit your team and they teams you play.
I see, thank you. I'm not big on CPU vs. CPU but I like your idea about editing the player ratings. Think I'm gonna start doing that in my current dynasty.
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Old 12-04-2012, 12:11 PM   #5
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Re: Sundown's NCAA 13 CPU vs. CPU sliders

I like the look of these, but concerned with INTs set at 30, you will get the DB glitch.
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Old 12-04-2012, 04:28 PM   #6
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Re: Sundown's NCAA 13 CPU vs. CPU sliders

Quote:
Originally Posted by vgunn
I like the look of these, but concerned with INTs set at 30, you will get the DB glitch.
The INT slider has no bearing on whether the DB glitch happens or not unlike what was once though. The glitch is less severe on Varsity level compared to the other levels nobody knows why, but it has nothing to do with the INT slider at all.

This set just as I have listed causes the QB to get rid of the ball earlier. The CPU abuses the glitch much less due to not having 4-6 seconds to throw the ball on every play. QB pressure also affects accuracy.
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Old 12-04-2012, 09:51 PM   #7
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Re: Sundown's NCAA 13 CPU vs. CPU sliders

Thanks for posting these. I have been tweeking like crazy from freshman to heisman. Lately I have been playing vgunns with a modified version. The issues I have on freshman and varsity is the rushing yards per carry seem high and the OL bocking slider doesn't to do a whole lot.

On all-american and heisman the deep ball is way too often successful.

Might be a stupid question, but what is the difference between your alpha and beta sets? Also, assuming you are playing on varsity correct? Thanks.
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Old 12-04-2012, 11:13 PM   #8
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Re: Sundown's NCAA 13 CPU vs. CPU sliders

Playing with your set now and like what I see. One of many of my complaints about this game are the tackles for loss. This is not your sliders, its the game. I feel there are way too many tackles for loss in with this years game. I am at half time now playing Oregon Vs. Bucks. Oregon has 9 tfl and bucks have 5 so far. Most are from running plays.

I am playing with blocking at 45, RBA at 60 and Tckl slider at 25.
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