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Zaz1000's "NCAA 12Game Changing Momentum Matters OVERALL TEAM SPEED N SMARTS" Sliders

This is a discussion on Zaz1000's "NCAA 12Game Changing Momentum Matters OVERALL TEAM SPEED N SMARTS" Sliders within the NCAA Football Sliders forums.

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Old 12-05-2012, 04:07 PM   #1
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Zaz1000's "NCAA 12Game Changing Momentum Matters Coach Sliders

Hello all I dont post much, but I just want to share these NCAA FOOTBALL 12 Xbox360 sliders I did myself based on secelite's startup. These sliders will play a "football" game and not a arcadish type. These sliders emphasize momentum and big plays, mix with the true science of a football game. Lots of variety and plenty of fun.

Also emphasizing DEFENSE, DEFENSE, DEFENSE, and overall TEAM SPEED not just individual speed;the way football should be. And good running games on both user n cpu. 4 verticles or "the money play" is better defended, so if you plan on using it, good luck... anyway lets get started, and feedback is welcome.

Heisman: Speed:Slow

9min Quarters,"stats"

Speed Threshold at 1, 0 technically turns it off, thus leading to "players stuck in mud feeling" and unrealistic runs and "speed catches" it dums down your defense by the way. so I feel at 1 is more responsive

Penalties:

Offsides 100
Fall Start:80
Holding:54
Facemask:54
OFF/DEF PI 100
Kick/Catch Int 100
Clipping:54
Int Ground:100
Rough Passer:54

Gameplay Sliders:

This is for both USER/CPU

QBA:0 changed from 5 to 0 the qb will carve you up if not careful. LOTS of underneath passes, and UNPREDICTABALITY
Pass Block:25
Catch:0 changed from 5 to 0 for recieivers with good hands make good catches
RBA:85 =elite backs will shine
Run Block:25
Pass Cov:100,"prevents 4 verts or any other "money play" mostly, not always though
Pash Rush:20 changed it from 5 to 20 (to many open receivers and unrealistic yards)
INT:25
Rush D:0 I felt that this was legit after testing
Tack:35 why? BIG HITS and IMPACT
FGP:80
FGA:30
PP:50
P ACC:30
KICKOFF:50

Well, there you have it, Ive tried a lot of these sliders at 0, but like I said about threshold, IT TURNS IT OFF. At 0 you wont see much pass rush and rush d its basically feels like its turned off. at 20 everything works like its suppose too. the cpu responds intelligent on the line and you get more realistic line trenches, sacks, even forced turnovers are golden. The players play to there ratings and team ratings mean a lot also. Big plays are EARNED and MOMENTUM is key on BOTH sides of the ball. so enjoy!
As a said, feedback is welcome.

Overall Team Speed and Smarts are emphasized HEAVY on my sliders.

So little much you can do with a EA sports football game... try to have fun...lol

I tried to keep both sides playing fair.


I try to get the best I can outa ea sports football games, they need to start over and scrap everything from game engine to programming when they do ncaa 14 and beyond.

Ive since then 10 hours ago updated everything and I am satisfied with what I finally found playable.

Last edited by zaz1000; 12-07-2012 at 04:41 PM.
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Old 12-05-2012, 10:53 PM   #2
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Re: Zaz1000's "NCAA 12Game Changing Momentum Matters OVERALL TEAM SPEED N SMARTS" Sli

Would these work for coach mode? And do you mean NCAA 13?
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Old 12-05-2012, 11:18 PM   #3
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Re: Zaz1000's "NCAA 12Game Changing Momentum Matters OVERALL TEAM SPEED N SMARTS" Sli

Quote:
Originally Posted by jabrown1014
Would these work for coach mode? And do you mean NCAA 13?
These sliders are for ncaa 12 and I never tested on coach mode, but your welcome to try.
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Old 12-06-2012, 04:37 PM   #4
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Re: Zaz1000's "NCAA 12Game Changing Momentum Matters OVERALL TEAM SPEED N SMARTS" Sli

I since then updated 48 hours ago to fix the arcadish passing game, Im on to something with WR catch at 0 and Pass Rush at 25 Get a lot of variety games. 24-21, 17-13, 28-14,etc
add that blocking on run and pass at 0

Last edited by zaz1000; 12-06-2012 at 06:12 PM.
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Old 12-06-2012, 10:23 PM   #5
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Re: Zaz1000's "NCAA 12Game Changing Momentum Matters OVERALL TEAM SPEED N SMARTS" Sli

These work fairly well with NCAA 13 on coach mode but some things need to be adjusted. The overall gameplay looks good but the stats are a tad low. I played as Arizona vs. Nevada and only had 80 yds total O. Need to raise Run block and WR catch some on both sides. I will see how that helps.
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Old 12-07-2012, 02:03 AM   #6
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Re: Zaz1000's "NCAA 12Game Changing Momentum Matters OVERALL TEAM SPEED N SMARTS" Sli

Quote:
Originally Posted by jabrown1014
These work fairly well with NCAA 13 on coach mode but some things need to be adjusted. The overall gameplay looks good but the stats are a tad low. I played as Arizona vs. Nevada and only had 80 yds total O. Need to raise Run block and WR catch some on both sides. I will see how that helps.
I have catch at 0 and receivers still make catches.

Hey jabrown1014 try the updated sliders


Heisman: Speed:Slow

9min Quarters,"stats"

Speed Threshold at 1, 0 technically turns it off, thus leading to "players stuck in mud feeling" and unrealistic runs and "speed catches" it dums down your defense by the way. so I feel at 1 is more responsive

Penalties:

Offsides 100
Fall Start:80
Holding:54
Facemask:54
OFF/DEF PI 100
Kick/Catch Int 100
Clipping:54
Int Ground:100
Rough Passer:54

Gameplay Sliders:

This is for both USER/CPU

QBA:0 changed from 5 to 0 the qb will carve you up if not careful. LOTS of underneath passes, and UNPREDICTABALITY
Pass Block:25
Catch:0 changed from 5 to 0 for recieivers with good hands make good catches
RBA:85 =elite backs will shine
Run Block:25
Pass Cov:100,"prevents 4 verts or any other "money play" mostly, not always though
Pash Rush:20 changed it from 5 to 20 (to many open receivers and unrealistic yards)
INT:25
Rush D:0 I felt that this was legit after testing
Tack:35 why? BIG HITS and IMPACT
FGP:80
FGA:30
PP:50
P ACC:30
KICKOFF:50
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Old 12-07-2012, 04:40 PM   #7
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Re: Zaz1000's "NCAA 12Game Changing Momentum Matters OVERALL TEAM SPEED N SMARTS" Sli

its seems that these sliders can work for coach mode thats about it i think.
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