J-Kits: 2015/2016 NCAA Football: HEISMAN Slider Set
*Editor's Note*
First, I want to thank everyone who tried out this slider set for the 2015/16 season. You guys helped make this a success, and helped improve the set for the NCAA community. Thanks for all your box scores, complaints, and joys!! And yes, its back for the 2016/17 season!
What’s up Operation Sports family! To all my NCAA Football enthusiasts, welcome to this slider thread!! This is a fresh, true simulation of challenging, re-playable, and an overall fun experience for the skilled vet/enthusiast of NCAA FB for the 2015/2016 season... These are Heismanonly sliders.
1) Introduction
2) GAME SLIDER SET
3) Sliders explanation (in depth)
4) GAME RULES/Penalties (brief explanation)
5) Gameplay Options
6) Auto Subs (optional)
7) Final thoughts
8) Box scores:
9) ***NEWCustom Stadium Sounds (immersive...)
Lets get to it...
1) Introduction:
Spoiler
These sliders will truly represent the gridiron on a new level. This set represents the fight for yardage, more intense defenses from the cpu, resulting in smarter play calling from the user. I made sure that exploits against the cpu were largely reduced, and that you gain a more rewarded feeling for successful drives, point scoring, and defensive stops. I also tested these sliders around vikesfan059's updated rosters (below):
User/CPU
QB Accuracy - 5/10-15
Pass Blocking - 0/40-45
WR Catching - 0/40
RB Ability – 10/100
Run Blocking – 5/35
Pass Coverage – 40/30
Interceptions - 40/40
Rush Defense – 60-65/85-90
Tackling – 25/25
FG Power – 40/40
FG Accuracy – 0/50
Punt Power – 45/45
Punt Accuracy – 0/40
Kickoff Power – (broken slider, no need to adjust)
3) Sliders:
(In-Depth Explanation)
Spoiler
With the above sliders, I basically began these with the sole purpose of making it VERY difficult for both the USER AND CPU, to move the football up & down the field. Thus, creating more honest punts, field goals, play calling, field position and trajectory of game strategy. This created the line between putting together drives, and the big plays that happen in games. If played smart, the touchdowns & big play opportunities will open up. The momentum of the game begins to feel more natural. Player stamina & injuries began playing a huge factor. Each game told a different story. Some low scoring, and some high scoring. I found the balance between offensive momentum, and back & forth “defensive chess” in a challenging full season of Dynasty mode, as well as a couple Play Now games. I wanted to make sure player attributes were the meat & potatoes of what factors happen in the game, and focus on the Player Tendency... Here’s an in depth description of each slider setting below:
QB Accuracy: 5/15 (**updated 10/28/15) At 5 for the USER & 15 for the CPU it provides the right amount of accuracy as well as some “off” target throws. I noticed QB inaccuracy (for both the the USER & CPU) usually while the QB is under pressure or on the run, as it should be…This allowed for some awesome completion percentages (between 50% & high 60s), while still allowing the QB ratings to play a role in their performances. With the change to 5 for the USER, you will have to direct your passes more using the Left Stick, otherwise your throws will sail to high, in front, or behind the receiver. Not all the time, but being under pressure, on the run, or in tight spots, you have to be very mindful of when & where to throw.
Pass Blocking: 0/45 (**updated 10/28/15)
- At 0 for the USER, it allows the true ratings of the OL to play, and no suction or game assisted “glue blocking”. It provides enough time for the USER to sit in a pocket until having to scramble or let go of the football. Again, depending on the ratings of the OL will depend on how much time you’ll actually have. Yes it’s a challenge, but its not extreme. I noticed while playing my Dynasty w/ Kentucky in the SEC, how this creates the separation of powerhouse teams & mid majors in the trenches…this was super fun!!...
- At 45 for the CPU, it provides pocket time for their QBs, the CPU play to develop, and limits an overwhelming amount of sacks for your DL...unless you have Beats in the trenches.. If you like to play on the DL while you’re on defense, you’ll really have to put in work throughout the game to get your hand on the QB.
**FYI:I did some team stats research on Sacks per game from last year’s 2014/15 College football season . #1 was Utah at 4.2 sacks per gm. In the middle at #64 was Houston averaged 2.1 per gm. Lastly at #128 was Navy at 0.8…refer below:
At the end of my first Dynasty season with Kentucky we finished with 32 sacks in 12 games (2.6 per game)…which felt about right. When we did get a sack, it felt just as rewarding as a big play on offense!
WR Catching: 0/40
- At 0 for the USER, you still will make some great catches. I “user catch” and YES, you will catch the football lol. It truly makes the passing game a challenge, and user catching a true skill. You will make some drops too. Its happens in football.. Ratings are for a reason, and your receivers will rely purely on them… as well as your skills too. This added another layer to the skill level of having a successful pass & catch attack. I noticed there were less drops for higher rated receivers & upperclassmen. I honestly did not have many wide open drops throughout my season, but a few. Mainly drops in traffic, & jump balls. I know exactly what you’re thinking, “how can I catch anything on 0”? Well, balanced with all the other sliders, the pace of the game, it will all Balance out. Again, this is separating the reward of the Big Play. Try’em out…
- At 40 for the CPU, this was perfect. They made some great catches on me, and also dropped passes at least 2-3 times a game, ranging from the RBs FBs TEs & WRs. It also balanced out the QB completion % throughout the game, which was fun to watch. Anything less resulted in too many wide open drops. Set higher, & you won’t notice many drops from the CPU.
RB Ability: 10/100 (updated 8/22/15)
- At 10 for the USER.. This was a big test. Can’t lie, its very challenging but very rewarding when your RB flourishes in a game. The RB ability rating definitely affects that “first burst” on the snap for your RB’s. What I observed was very interesting results:
- The RB agility is affected slightly, and you can really feel the weight of the runner more. Some of your cuts have to be well timed.
- The more they carry the ball, the more their momentum picks up. Sometimes, they start the game with a good burst off the snap & then trail off a bit of the momentum as fatigue begins to weigh in. Again, It also depends on the ratings of your RB & the defense you’re facing.
- You’ll really have to follow the blocks, make the right reads, stiff arm & lower your shoulder.
**FYI: RB Ability setting of 20 or 25 isn’t too bad either, but for me 15 created exactly what I needed for a True Sim game for my Dynasty…
In my Dynasty I ran a 3 RB rotation. All average rated RBs. Their stats on the season were:
- At 100 for the CPU, it affects the ball carrier’s awareness & IQ, more so than their tackle breaking ability. They run very smart off of their blocks, are aware of angles & holes, make great moves, & are aware of out of bounds. They break tackles, but ironically not as many tackles as you’d think. **Since the USER Rush Defense slider is set at 100 (which I’ll explain in a few) it balances out the CPU’s RB skill level. Your defense will also be smart & aggressive at pursuing the ball runner. Along with the USER tackle on 25, it still provides the CPU ball carrier opportunities to break tackles & break long runs…as well as opportunities for your defense to swarm the ball carrier, and make big hits & gang tackles.
**FYI: a RB Ability setting of 15, with the game speed set at NORMAL also fixes toss/pitch plays to run seamlessly for the USER. You know how sometimes, soon as your RB catches the pitch and you hit turbo, he stops or hesitates for split second, stopping his momentum? Totally messin’ up the whole purpose of a toss play??...THATS GONE now, go see for yourself!!**
Run Blocking: 5/35
- At 5 for the USER, your OL’s player ratings make the difference, nothing else. They create running lanes that open & close just like real life. They don’t stupidly miss many blocks, and they still make great efforts to at least “meet the block”…then the ratings determine the outcome. So if your OL line is garbage, start recruiting!!
- At 35 for the CPU, this balanced out FOR ME, the challenge of stopping the run. Still allowing the CPU’s OL ratings to affect the game, but restricted my defense from being too overpowering on the pursuit…a balanced challenge.
**FYI: In addition to the Rush Defense & Tackle sliders, Kick Returns & Punt Return lanes are now played much more accurately! Its harder break long returns consistently. It’s exciting & a beauty to play with. You can now find holes on the returns through the middle lanes, which is an amazing feeling to play with. Its totally different, test it out…
Pass Coverage: 40/30
- At 40 for the USER, your DB’s are not psychic on defending routes, but they make breaks on the ball, play tight on DB’s (depending on the play call & player ratings) and at times still wind up getting beat deep, & on receiver cuts. Also, when setting your in-game Pass Coverage on Aggressive, Conservative or Balanced in game, you’ll see a substantial difference on their spacing on the receivers. Making it very tactical against a good passing assault. I made sure that this would make the pass game for the CPU is challenging, w/o too many picks or sacks for your defense, but generating more incompletions, jump balls, deflections, & inaccurate forced passes from the CPU. So D-UP
- At 30 Pass Coverage for the CPU, it provides the same effect against the USER trying to drive down the field. I honestly threw a lot of picks in my season due to poor decision-making, & forced/unnecessary passes. The balance of how often they’d get beat, break on the ball, go for the pick and reaction time was seamless throughout my entire 12 game campaign. They even made some nice diving pass breakups on my curl routes & across the middle. Even when I made a great throw, it was still rewarding putting the ball where it need to be, even though the defense broke up the pass. Felt very realistic! Lastly, the defensive line (depending on ratings) sometimes aggressively jumps to deflect the pass when your QB gets rid of the ball. So QB height makes a difference! And even when the pocket collapses, it’s a beauty to see. Try it out!
**FYI: With Off & Def Pass Interference set at 99 & 98 respectively, the WR/DB play is more aggressive. The USER/CPU’s WR will really stretch & dive for the catch, while the DB will stretch for the deflection or the pick. This penalty setting along w/ the Coverage setting balances a competitive WR/DB exchange throughout 4 full quarters. Have at it…
Interceptions: 40/40 (**updated 10/27/15)
At 40/40 established a good balance of dropped picks, as well as paying the price for bad throws. This slider, in addition to all the others, should give you a heightened awareness when throwing the ball. Esp in intense game scenarios. I lost too many games this way…This also applies to the CPU!
Rush Defense: 65/85 (**updated 10/28/15)
At 65/85, the defensive run game pursuit is awesome. Its not over-bearing, but gone are the prolonged “glue blocks”, running lanes that stay open for 2 seconds, and RB’s that break every tackle (even with RB ability set at 100). At 85 the CPU's defense will make the "read" as well as attack the ball carrier, instead of over-pursuing.Call the right play, and you’ll have a great opportunity to stop the run. Missed tackles are prevalent at times, giving you or the CPU a chance to break it wide open. So although your team’s run pursuit can insist a sure tackle, you can never be too sure. Trust me lol..Player Ratings still play a large factor in the outcomes. Lastly, it balanced out the run game stats & averages across the board very well (will show in box scores). At 65 for the USER, this allows the CPU to get some great numbers running the ball. You really have to play the holes and take the right pursuit angles to be successful stopping the run. This adjustment helped to give us more of a challenge against the CPU run game.
Tackling: 25/25
- At 25 for the USER, this setting still allows you to make consistent solid tackles on the CPU RB’s, even with the CPU’s RB Ability set at 100. Again, their RB ability provides them more awareness, more-so than their strength or tackle breaking abilities. But still lets them break adequate tackles as well. In addition to the Rush Defense slider, this makes for interesting play on the tackling system. More “gang tackles” are engaged to bring down the runner, and the physics engine really shines that way!!!
- At 25 for the CPU, it allows the Defense to also make consistent tackles on the ball against the USER. Its set at just the right spot to allow your RB’s to break sufficient tackles throughout the game.
**FYI: This rating also eliminates the “proximity tackle” or “magnet tackle”. You’ll have to press (X) or (Square) when close by, or hit stick the runner if you plan on bringing him down. Check it out…
FG Power: 40/45
At 40/45, those freak of nature super kickers are taken out of the game. 50 + yarders are still makeable field goals, mainly reserved for the best rated kickers. Numbers don’t lie, so for this slider I first did some research. For instance, one test I did was with Cincinnati’s Kicker (ovr 82, kpw 82, kac 84) with a pretty much average rating. His longest FG in his real life college career is 47 yards. So I adjusted the kicking power to test where he barely just makes it over the low post. & Sometimes he missed. Of course testing out this slider set with many other kickers of different ratings was needed too. Also factoring in weather & wind, can affect your kicks as well. It panned out to be the best fit across the board for both the USER & CPU.
FG Accuracy: 0/40
- At 0 for the USER, You rely totally on skill..nuff said
- At 40 for the CPU, depending on the kicker’s ratings, I saw some very natural misses & makes. Some that bounced of the post, some narrowly went it, or just wide misses. Very dynamic field goal kicking system set at 40, but not extreme.
Punt Power: 45/45
At 45, you get the right amount of bang for your buck. The same principles for FG Power applies to Punting power.
Punt Accuracy: 0/40
Same principles applies from FG Accuracy. For the CPU, they still made some great punts inside our 20/10 yd lines, & some erratic. Still was very dynamic & balanced.
4) GAME RULES/Penalties:
(settings, brief explanations)
(**updated 10/27/15)
Spoiler
These penalty sliders generated between 1-4 penalties per game on both the CPU & USER's side. Ranging from false starts, holding, pass interference, clipping & illegal touching. Sometimes even up to 7 combined. Its diff every game, but its supposed to be. I ONLY used the penalty sliders as the final “Polish” toward the gameplay sliders I created. I felt that some such as Clipping, Int Grounding, & RTP don’t necessarily affect the gameplay much, that is if you have a solid gameplay slider set in stone…Remember player ratings are the main things determining the outcomes in this.
Off-sides: 75 – gives the DL somewhat an aggressive jump on the snap; 1-2 Offside calls per gm. **FYI: When the QB gives a fake snap, DL is prone to jump offsides more (USER & CPU). I felt that this complimented the USER & CPU Pass & Run Blocking fairly. Balanced with the false start slider, makes for some agressive line play..(updated 8/27/15)
False Start: 75 – gives the OL somewhat an aggressive jump on the snap; about 2-3 calls per gm. I felt that this complimented the USER & CPU Pass & Run Blocking fairly. You'll also see more pancake stats for your OL as well. Balanced with the offsides slider, makes for some agressive line play.. (updated 8/27/15)
Holding: 50 – I kept this even at 50, unsure if this would affect the blocking with longer holds on the defender..Testing this out more may change my perspective, but so far ive stayed out of the way with this one. (updated 8/22/15)
Facemask: 54 – gives CPU & USER cpu more aggressive tackles, more fumbles & FM calls. Too high, and you’ll have an annoying amount of penalty calls. (**updated 10/21/15)
Off Pass Interf: 100 – makes WR go after the catch aggressively, diving catches, and will basically “attack” the catch. (**updated 10/27/15)
Def Pass Interf: 100 – makes the DB aggressively attack the spot of the catch, whether it’s a deflection, interception, or tackle on the receiver. (**updated 10/27/15)
KR/PR Interf: 60 – Not too much to decipher with this setting, but I do notice Reutn Lanes are played more effectively. Could also have something to do with other sliders as well. If anyone else has info on how this slider affects their game, let us know. (updated 8/22/15)
Clipping: 50 – you’ll get a fair amount of clipping calls..this slider doesn’t affect this gameplay’s slider set.
Int Grounding: 50 – amongst the other sliders, 50 is fine. Allows for the CPU QBs to get rid of the ball fast under pressure, as well as throwing the ball away at the right time. No extremities with this setting, only logic.
RTPasser: 50 – Leaving this here keeps the line play steady & unpredictable.
RTKicker: 35 – Allows the AI to "read" whats happening on the field, instead of attacking straight on. Balances out the Rush Defense slider. (updated 8/27/15)
5) Gameplay Options:
***UPDATE***
Must Read
Shoutout to jbrew2411 for his introspective take on turning FATIGUE OFF. Basically, with these sliders, the cpu will start off hot in the first half, and then somewhat run out of gas in the second. If you don't mind not having auto subs, turning fatigue OFF, will result in the cpu giving you 4 full quarters of mayhem. Here's his jbrew2411 link below for a more in depth read:
Off/Def & User vs User Skill: Heisman
Injuries: On
Fatigue: On/or OFF -->> (for tougher competition for 4 quarters)
Quarter Length: 7 minutes
Play Clock: On
Game Speed: Normal
Player Min Threshold: 47
Home Field Advantage: On (it’s a real factor in real games)
Ice the Kicker: On
6) AUTO-SUB SLIDERS: (optional...)
Spoiler
Here are my auto sub sliders for my Dynasty with Kentucky..These bring a natural approach to utilizing your personnel & keeping your players fresh throughout the game. You'll notice the difference esp in the 3rd & 4th quarters/OT. Based on stamina ratings, you'll see how this really plays a factor in games...I explain below, but keep in mind to adjust to your liking & your personnel...
QB Sub Out - 55
QB Sub In - 56
This keeps my Starting QB in the game at all times, which my team really needs..
RB Sub Out - 89 (84)
RB Sub In - 95 (90)
My Starting RB runs about 2-3 plays, based on how much yardage he gains, and then my 2nd string comes in. Kinda like a 3rd down back. Once the late 3rd qtr & 4th qtr begins, my 3rd string begins coming in for the 2nd string. As my starter becomes more winded. But they both stay evenly fresh. Also depends on their stamina rating..
WR Sub Out - 84
WR Sub In - 85
My starters can catch about 2-3 passes before they sub out for usually 1 play. On long catches, they usually sit out 1 play afterward as well.
FB/TE Sub Out - 84
FB/TE Sub In - 85
My TE's usually dont get too winded, by my 2nd string plays more in the 2nd half, which is a great boost to my passing game.
OL Sub Out - 65
OL Sub In - 70
My OL stays fresh, esp last quarter of the game
My defensive auto subs are at default. They're very good players & 11 out of 12 are seniors. So i let that rotation happen naturally..
Adjust to your liking, but this helps with personnel & balancing in game fatigue for 4 quarters.
7) Final Thoughts:
Spoiler
Fumble forces/recoveries, interceptions, broken tackles, pass breakups, big catches, big kick returns, field goals, sacks and Touchdowns are rewards. Earning them gives you the gratitude. I hope you guys find this slider set useful in creating that kind of experience for you. That’s what I set out to do for myself when I made these, so your feedback is definitely needed!
I suggest you try out at least 3 games to get a range for yourself. Test out diff teams, This isn’t a perfect set, but with some of your feedback we can potentially adjust these sliders even finer, to create an overall new & fun experience for the community of players. I'll be playing more games with other teams, and posting my box scores. Feel free to ask me any questions about my sliders, games, etc.
8) Box Scores:
**Updated 11/7/15**
Spoiler
Here are some selected games from my first Dynasty with Kentucky using this slider set. I've also recently included box score results from many of the community players who've posted on this thread to give you an even better look. 2 out of the 5 games were played on 10 min quarters. My Kentucky team's overall is 88OVR 84OFF 92 DEF ..plus stacked with senior classmen, so the team chemistry allowed for some tough wins I was able to pull off...Take a look below…
Kentucky Dynasty Games
Game 1 (Play Now: 10 min qt)
Kentucky Wildcats at Georgia Bulldogs
Aug 19, 2015
1ST
2ND
3RD
4TH
SCORE
Kentucky Wildcats (0-0)
7
14
0
0
21
#12 Georgia Bulldogs (0-0)
0
14
0
3
17
Team Stats Comparison
UK
UGA
Total Offense
378
387
Rushing Yards
182
130
Passing Yards
196
257
First Downs
21
15
Punt Return Yards
25
21
Kick Return Yards
51
50
Total Yards
454
458
Turnovers
1
1
3rd Down Converstion
10-17
5-12
4th Down Conversion
0-0
0-1
2-Point Conversion
0-0
0-0
Red Zone Touchdowns/Field Goals
2-2-0
2-1-1
Penalties
4-26
1-5
Posession Time
23:51
16:09
Scoring Summary
FIRST QUARTER SCORING
UK
UGA
0:18
(UK) TD UK: B. Heard, 1 yd run (A. MacGinnis kick)
7
0
SECOND QUARTER SCORING
UK
UGA
9:51
(UGA) TD UGA: T. Gurley, 67 yd run (M.Morgan kick)
7
7
4:59
(UK) TD UK: J. Blue, 6 yd pass from P. Towels (kick)
14
7
2:32
(UGA) TD UGA: T. Gurley II, 7yd run (kick)
14
14
0:33
(UK) TD UK: J. Blue, 21 yd pass from P. Towels (kick)
21
14
FOURTH QUARTER SCORING
UK
UGA
3:36
(UGA) FG UGA: M. Morgan, 25 yd FG
21
17
Kentucky Wildcats
PASSING
C/A
YDS
TD
INT
P.Towels
21/32
196
2
1
RUSHING
ATT
YDS
AVG
TD
B. Heard
23
95
4.1
1
B. Williams
13
53
4.0
0
P. Towels
4
15
3.7
0
M. Horton
2
8
4.0
0
D Warren
1
6
6.0
0
J.Blue
1
5
5.0
0
RECEIVING
REC
YDS
AVG
TD
D. Baker
6
64
10.6
0
J. Blue
6
57
9.5
2
D. Robinson
5
36
7.2
0
R. Shields
2
17
8.5
0
D Warren
1
6
6.0
0
B. Williams
1
16
16.0
0
KICKING
FG
XP
PTS
LONG
A. McGinnis
0
3/3
3
0
PUNTING
NO
YDS
AVG
IN20
L. Foster
6
254
35.5
1
KICK RETURN
RET
YDS
AVG
TD
J. Harmon
1
25
25.0
0
B. Williams
1
26
26.0
0
PUNT RETURN
RET
YDS
AVG
TD
D. Robinson
3
25
8.3
0
Georgia Bulldogs
PASSING
C/A
YDS
TD
INT
H. Mason
23/32
257
0
1
RUSHING
ATT
YDS
AVG
TD
T. Gurley II
20
145
7.2
2
H. Mason
5
-15
-3.0
0
RECEIVING
REC
YDS
AVG
TD
M. Mitchell
5
80
16.0
0
J. Blazevich
4
46
11.5
0
M. Bennett
3
28
9.3
0
C. Conley
3
50
16.6
0
Q. Hicks
2
3
1.5
0
T. Gurley II
2
2
1.0
0
N. Chubb
1
13
13.0
0
J. Rome
1
14
14.0
0
KICKING
FG
XP
PTS
LONG
M. Morgan
1/1
2/2
5
25
PUNTING
NO
YDS
AVG
IN20
C. Barber
5
211
42.2
0
KICK RETURN
RET
YDS
AVG
TD
I. McKenzie
1
21
21.0
0
R. Davis
1
29
29.0
0
PUNT RETURN
RET
YDS
AVG
TD
I. McKenzie
2
21
10.5
0
Game 2 (Dynasty: 10 min qt)
Kentucky Wildcats at Virginia Cavaliers
Aug 20, 2015
1ST
2ND
3RD
4TH
SCORE
Kentucky Wildcats (0-0)
7
7
7
10
31
Virginia Cavaliers (0-0)
0
3
7
8
18
Team Stats Comparison
UK
UVA
Total Offense
353
266
Rushing Yards
212
61
Passing Yards
141
205
First Downs
21
12
Punt Return Yards
43
9
Kick Return Yards
83
151
Total Yards
479
426
Turnovers
2
0
3rd Down Converstion
7-13
6-13
4th Down Conversion
1-1
0-0
2-Point Conversion
0-0
1-1
Red Zone Touchdowns/Field Goals
5-4-1
3-2-1
Penalties
0-0
4-20
Posession Time
23:35
16:25
Scoring Summary
FIRST QUARTER SCORING
UK
UVA
3:55
(UK) TD UK: D. Robinson, 10 yd pass (kick)
7
0
SECOND QUARTER SCORING
UK
UVA
8:53
(UVA) FG UVA: I. Frye, 36 yds
7
3
3:23
(UK) TD UK: D. Warren, 1 yd run (kick)
14
3
THIRD QUARTER SCORING
UK
UVA
6:14
(UK) TD UK: B. Heard, 7 yd run (kick)
21
3
3:56
(UVA) TD UVA: A. Levrone, 20 yd pass (kick)
21
10
FOURTH QUARTER SCORING
UK
UVA
8:25
(UK) TD UK: D. Warren, 3 yd run (kick)
28
10
5:13
(UVA) TD UVA: C. Wingo-Reeves, 1 yd run (kick)
28
17
0.00
(UK) FG UK: A. MacGinnis, 37 yd FG
31
17
Kentucky Wildcats
PASSING
C/A
YDS
TD
INT
P. Towles
17/23
141
1
2
RUSHING
ATT
YDS
AVG
TD
B. Williams
17
86
5.0
0
B. Heard
13
78
6.0
1
J. Kemp
4
12
3.0
0
D. Warren
4
13
3.2
2
R. Timmons
3
22
7.3
0
P. Towles
3
22
0.3
0
RECEIVING
REC
YDS
AVG
TD
J. Blue
4
53
13.2
0
R. Shields
4
47
11.7
0
R. Timmons
2
14
7.0
0
B. Williams
2
7
3.5
0
B Heard
1
-4
-4.0
0
J. Kemp
1
5
5.0
0
D. Warren
1
-1
-1.0
0
D. Robinson
1
10
10.0
1
D. Baker
1
10
10.0
0
KICKING
FG
XP
PTS
LONG
A. McacGinnis
1/1
4/4
7
37
PUNTING
NO
YDS
AVG
IN20
L. Foster
2
90
45.0
1
KICK RETURN
RET
YDS
AVG
TD
R Timmons
4
83
20.7
0
PUNT RETURN
RET
YDS
AVG
TD
R. Timmons
4
43
10.7
0
A. Lowery
1
0
0.0
0
Virginia Cavaliers
PASSING
C/A
YDS
TD
INT
M. Johns
20/24
205
1
0
RUSHING
ATT
YDS
AVG
TD
K. Parks
14
66
4.7
0
M. Johns
8
-30
-3.7
0
T. Mizzell
3
24
8.0
0
C. Wingo-Reeves
2
1
0.5
0
RECEIVING
REC
YDS
AVG
TD
Z. Swanson
5
45
9.0
0
C. Severin
4
40
10.0
0
D. Dowling
3
43
14.3
0
M. Gooch
3
37
12.3
0
T. Mizzell
2
13
6.5
0
A. Levrone
1
20
20.0
1
D. Jennings
1
0
0.0
0
K. Parks
1
7
7.0
0
KICKING
FG
XP
PTS
LONG
I. Frye
1/2
1/1
4
36
PUNTING
NO
YDS
AVG
IN20
A. Vozenilek
5
190
38.0
1
KICK RETURN
RET
YDS
AVG
TD
M. Canady
4
123
30.7
0
A. Harris
1
28
28.0
0
PUNT RETURN
RET
YDS
AVG
TD
M. Canady
1
9
9.0
0
Game 3 (Dynasty: 8 min qt)
(** Typo Mistake**I accidentally put UK's player stats in CM's, and vice versa)
Central Michigan Chippewas at Kentucky Wildcats
Jan 1,
1ST
2ND
3RD
4TH
SCORE
Central Michigan Chippewas (5-2)
7
0
10
0
17
Kentucky Wildcats (5-2)
3
10
7
3
23
Team Stats Comparison
CMU
UK
Total Offense
299
296
Rushing Yards
67
91
Passing Yards
232
205
First Downs
11
14
Punt Return Yards
18
66
Kick Return Yards
30
135
Total Yards
347
497
Turnovers
1
0
3rd Down Converstion
1-9
3-12
4th Down Conversion
0-0
1-1
2-Point Conversion
Red Zone Touchdowns/Field Goals
0-0-0
5-2-2
Penalties
2-16
1-10
Posession Time
11:52
20:08
Scoring Summary
FIRST QUARTER SCORING
CMU
UK
3:51
(UK) FG UK: A. MacGinnis, 25 yd FG
3
0
1:04
(CMU) TD CMU: T. Davis, 39 yd pass (kick)
3
7
SECOND QUARTER SCORING
CMU
UK
7:42
(UK) TD U: B. Williams, 1 yd run (kick)
10
7
3:24
(UK) FG UK: A. MacGinnis, 35 yd FG
13
7
THIRD QUARTER SCORING
CMU
UK
3:32
(CMU) FG CMU: B. Eavey, 38 yd FG
13
10
1:20
(UK) TD UK: B. Heard, 10 yd run (kick)
20
10
0:00
(CMU) TD CMU: C. Williams, 26 yd pass (kick)
20
17
FOURTH QUARTER SCORING
CMU
UK
5:54
(UK) FG UK: A. MacGinnis, 40 yd FG
23
17
Central Michigan Chippewas
PASSING
C/A
YDS
TD
INT
P. Towles
15/22
205
0
0
RUSHING
ATT
YDS
AVG
TD
B. Williams
21
74
3.5
1
B. Heard
6
27
4.5
1
P. Towels
5
-22
-4.4
0
R. Timmons
2
4
2.0
0
G. Johnson
1
8
8.0
0
RECEIVING
REC
YDS
AVG
TD
R. Shields
7
148
21.1
0
D. Robinson
3
32
10.6
0
R. Timmons
3
20
6.6
0
G. Johnson
1
11
11.0
0
B. Williams
1
-6
-6.0
0
KICKING
FG
XP
PTS
LONG
A. MacGinnis
3/3
2/2
11
41
PUNTING
NO
YDS
AVG
IN20
L. Foster
4
167
41.7
1
KICK RETURN
RET
YDS
AVG
TD
G. Johnson
2
45
22.5
0
R. Timmons
2
90
45.0
0
Kentucky Wildcats
PASSING
C/A
YDS
TD
INT
C. Rush
20/31
232
2
1
RUSHING
ATT
YDS
AVG
TD
M. Walker
7
47
6.7
0
T. Rawls
5
5
1.0
0
C. Rush
4
18
4.5
0
S. Lavallii
1
-3
-3.0
0
RECEIVING
REC
YDS
AVG
TD
C. Williams
6
70
11.6
1
J. Kroll
5
56
11.2
0
T. Rawls
4
25
6.2
0
M. Walker
3
31
10.3
0
A. Rice
1
11
11.0
0
T. Davis
1
39
39.0
1
KICKING
FG
XP
PTS
LONG
B. Eavey
1/2
2/2
5
38
PUNTING
NO
YDS
AVG
IN20
R Coluzzo
5
190
38.0
0
KICK RETURN
RET
YDS
AVG
TD
A. Coleman
1
30
30.0
0
PUNT RETURN
RET
YDS
AVG
TD
A. Coleman
2
18
9.0
0
Game 4: (Dynasty 8 Min qt)
**My team was being destroyed by South Carolina the entire game. It wasn’t until they put all their subs in for the 4th quarter, that I was able to make an almost incredible comeback…including a blocked kick that set me up to score our 39th points.
Kentucky Wildcats at South Carolina Gamecocks
Jan 1,
1ST
2ND
3RD
4TH
SCORE
Kentucky Wildcats (4-1)
0
7
3
29
39
#6 South Carolina Gamecocks (5-0)
14
14
14
0
42
Team Stats Comparison
UK
SCAR
Total Offense
445
391
Rushing Yards
218
186
Passing Yards
227
205
First Downs
20
12
Punt Return Yards
18
19
Kick Return Yards
206
24
Total Yards
669
434
Turnovers
3
1
3rd Down Converstion
8-15
6-11
4th Down Conversion
1-1
0-0
2-Point Conversion
1-1
0-0
Red Zone Touchdowns/Field Goals
6-4-1
3-3-0
Penalties
1-0
1-5
Posession Time
18:43
13:17
Scoring Summary
FIRST QUARTER SCORING
UK
SCAR
3:25
(SCAR) TD S Car: M. Davis, 51 yd run (kick)
0
14
1:57
(SCAR) TD S Car: M. Davis, 4 yd run (kick)
0
14
SECOND QUARTER SCORING
UK
SCAR
7:55
(SCAR) TD S Car: M. Davis, 22 yd run (kick)
0
21
1:47
(SCAR) TD S Car: R. Anderson, 12 yd pass (kick)
0
28
0:56
(UK) TD UK: B. Williams, 13 yd run (kick)
7
28
THIRD QUARTER SCORING
UK
SCAR
6:12
(SCAR) TD S Car: B. Wilds, 16 yd run (kick)
7
35
3:32
(UK) FG UK: A MacGinnis, 28 yd FG
10
35
1:23
(SCAR) TD S Car: P. Cooper, 30 yd pass (kick)
10
42
FOURTH QUARTER SCORING
UK
SCAR
7:52
(UK) TD UK: B. Williams, 36 ys pass (kick)
17
42
3:57
(UK) TD UK: J. Clemons, 1yd run (kick)
24
42
2:42
(UK) TD UK: D. Robinson, 7 yd pass (kick)
31
42
1:27
(UK) TD UK: R. Cunnigham, 8 yd pass (2-pt)
39
42
Kentucky Wildcats
PASSING
C/A
YDS
TD
INT
P. Towles
20/36
227
3
3
RUSHING
ATT
YDS
AVG
TD
B. Williams
15
76
5.0
1
B. Heard
9
63
7.0
0
J. Kemp
8
55
6.8
0
J. Clemons
3
4
1.3
1
G. Johnson
3
17
5.6
0
P. Towles
1
3
3.0
0
RECEIVING
REC
YDS
AVG
TD
R. Timmons
4
41
10.2
0
D. Robinson
4
42
10.5
1
D. Baker
3
33
11.0
0
G. Johnson
2
24
12.0
0
R. Shields
2
25
12.5
0
B. Williams
1
36
36.0
1
R. Cunningham
1
8
8.0
1
J. Kemp
1
2
2.0
0
J. Blue
1
19
19.0
0
B. Heard
1
-3
-3.0
0
KICKING
FG
XP
PTS
LONG
A. MacGinnis
1/1
4/4
7
29
PUNTING
NO
YDS
AVG
IN20
L. Foster
2
62
31.0
0
KICK RETURN
RET
YDS
AVG
TD
R. Timmons
5
165
33.0
0
G. Johnson
2
41
20.5
0
PUNT RETURN
RET
YDS
AVG
TD
G. Johnson
2
18
9.0
0
T. Paschal
1
0
0.0
0
South Carolina Gamecocks
PASSING
C/A
YDS
TD
INT
D. Thompson
17/22
205
2
1
RUSHING
ATT
YDS
AVG
TD
M. Davis
10
106
10.6
3
B. Wilds
9
52
5.7
1
D. Thompson
7
13
1.8
0
D. Byrd
1
15
15.0
0
RECEIVING
REC
YDS
AVG
TD
P. Cooper
5
76
15.2
1
D. Byrd
4
17
4.2
0
N. Jones
2
17
8.5
0
R. Anderson
2
56
28.0
1
M. Davis
1
7
7.0
0
B. Wilds
1
6
6.0
0
S. Roland
1
11
11.0
0
G. Turner
1
15
15.0
0
KICKING
FG
XP
PTS
LONG
E. Fry
0/0
6/6
6
PUNTING
NO
YDS
AVG
IN20
T. Hull
4
117
29.2
0
KICK RETURN
RET
YDS
AVG
TD
S. Carson
1
24
24.0
0
PUNT RETURN
RET
YDS
AVG
TD
P. Cooper
2
19
9.5
0
Game 5: Dynasty (8 min qt)
Kentucky Wildcats at Mississippi State Bulldogs
Jan 1,
1ST
2ND
3RD
4TH
SCORE
Kentucky Wildcats (5-1)
0
10
7
14
31
Mississippi State Bulldogs (6-1)
10
10
0
14
34
Team Stats Comparison
UK
MSST
Total Offense
498
425
Rushing Yards
171
147
Passing Yards
327
278
First Downs
21
16
Punt Return Yards
14
29
Kick Return Yards
218
97
Total Yards
730
551
Turnovers
4
2
3rd Down Converstion
6-15
5-13
4th Down Conversion
1-1
0-0
2-Point Conversion
0-0
0-0
Red Zone Touchdowns/Field Goals
4-2-1
5-2-2
Penalties
1-5
1-5
Posession Time
18:07
13:53
Scoring Summary
FIRST QUARTER SCORING
UK
MSST
6:57
(MSST) TD Miss St: D. Prescott, 4 yd run (kick)
7
0
2:48
(MSST) FG MIss St: D. Bell, 23 yd FG
10
0
SECOND QUARTER SCORING
UK
MSST
5:11
(MSST) FG Miss St: D. Bell, 20 yd FG
13
0
2:14
(UK) TD UK: D. Baker, 80 yd pass (kick)
13
7
0:30
(MSST) TD Miss St: D. Wilson, 34 yd pass (kick)
20
7
0:02
(UK) FG UK: A. MacGinnis, 35 yd FG
20
10
THIRD QUARTER SCORING
UK
MSST
4:42
(UK) TD UK: R. Timmons, 16 yd pass (kick)
20
17
FOURTH QUARTER SCORING
UK
MSST
6:21
(MSST) TD Miss St: R. Johnson, 28 yd pass (kick)
27
17
5:21
(MSST) TD Miss St: M. Johnson, 7 yd pass (kick)
34
17
4:08
(UK) TD UK: J. Kemp, 4 yd run (kick)
34
24
3:16
(UK) TD UK: D. Robinson, 7 yd pass (kick)
34
31
Kentucky Wildcats
PASSING
C/A
YDS
TD
INT
P. Towles
24/41
321
2
3
R. Phillips
1/2
6
0
1
RUSHING
ATT
YDS
AVG
TD
B. Williams
12
39
3.2
0
B. Heard
10
39
3.9
0
R. Timmons
2
14
7.0
0
F. Johsnon
2
54
27.0
1
P. Towles
2
21
10.5
0
J. Kemp
1
4
4.0
1
RECEIVING
REC
YDS
AVG
TD
D. Robinson
8
98
12.2
0
B. Williams
3
5
1.6
0
D. Baker
3
109
36.3
1
J. Herrick
2
36
18.0
0
R. Shields
2
8
4.0
0
R. Timmons
2
23
11.5
1
S. Borden
2
47
23.5
0
J. Kemp
1
-6
-6.0
0
KICKING
FG
XP
PTS
LONG
A. MacGinnis
1/1
4/4
7
36
PUNTING
NO
YDS
AVG
IN20
L. Foster
5
158
31.6
1
KICK RETURN
RET
YDS
AVG
TD
G. Johson
4
125
31.2
36
R. Timmons
3
93
31.0
0
PUNT RETURN
RET
YDS
AVG
TD
G. Johnson
3
14
4.6
0
Mississippi State Bulldogs
PASSING
C/A
YDS
TD
INT
D. Prescott
22/34
278
3
2
RUSHING
ATT
YDS
AVG
TD
D. Prescott
13
22
1.6
1
J. Robinson
8
36
4.5
0
N. Griffin
7
59
8.4
0
A. Shumpert
1
27
27.0
0
D. Wilson
1
3
3.0
0
RECEIVING
REC
YDS
AVG
TD
J. Lewis
4
76
19.0
0
R. Johnson
4
58
14.5
1
A. Shumpert
4
4
1.0
0
M. Johnson
3
30
10.0
1
N. Griffin
3
30
10.0
0
D. Wilson
2
56
28.0
1
F. Brown
1
4
4.0
0
J. Morrow
1
10
20.0
0
KICKING
FG
XP
PTS
LONG
D. Bell
2/2
4/4
10
24
PUNTING
NO
YDS
AVG
IN20
D. Bell
5
180
36.0
0
KICK RETURN
RET
YDS
AVG
TD
J. Lewis
3
90
30.0
0
A. Samuel
1
7
7.0
0
PUNT RETURN
RET
YDS
AVG
TD
J. Lewis
1
10
10.0
0
J. Graham
1
19
19.0
.0
Other Community Box Scores
Tennessee Volunteers at Virginia Tech Hokies
Aug 21, 2015
1
2
3
4
F
#24 TENN (0-0)
3
10
3
3
19
VT (0-0)
0
10
7
0
17
Top Performers
PASS: Joshua Dobbs - 21/26 217 0 TD 1 Int
RUSH: Jalen Hurd - 13 att 40 yds 1 TD
REC: Jalen Hurd - 4 rec 73 yds 0 TD
Team Stats Comparison
TENN
VT
First Downs
21
13
3rd Down Efficiency
7-13
3-7
4th Down Efficiency
1-1
0-0
Total Yards
369
347
Passing Yards
217
186
Rushing Yards
137
69
Penalties-Penalty Yards
0-0
1-5
Turnovers
1
1
Time of Possession
21:24
10:36
Tennessee Volunteers
PASSING
C/A
YDS
TD
INT
Joshua Dobbs
21/26
217
0
1
RUSHING
ATT
YDS
AVG
TD
Jalen Hurd
13
40
3.0
1
Alvin Kamara
11
21
1.9
0
Joshua Dobbs
8
39
4.8
0
John Kelly
5
22
4.4
0
Ralph Abernathy IV
4
15
3.7
RECEIVING
REC
YDS
AVG
TD
Jalen Hurd
4
73
18.2
0
Preston Williams
3
27
9.0
0
Ethan Wolf
3
22
7.3
0
Von Pearson
3
33
11.0
0
Pig Howard
2
19
9.5
0
Jason Croom
2
23
11.5
0
Marquez North
2
19
9.5
0
Ralph Abernathy IV
1
-3
-3.0
0
Alex Ellis
1
4
4.0
0
BLOCKING
PANCAKE
SACK
Mack Crowder
0
1
Drew Richmond
0
1
DEFENSE
TACK
SACK
INT
TD
Team
3
0
0
KICKING
FG
XP
PTS
LG
Aaron Medley
4/4
1/1
13
36
PUNTING
TOT
YDS
AVG
-20
Tommy Townsend
1
44
44.0
0
KICK RETURN
RET
YDS
AVG
TD
Preston Williams
0
0
0
0
PUNT RETURN
RET
YDS
AVG
TD
Preston Williams
2
15
7.5
0
Virginia Tech Hokies
PASSING
C/A
YDS
TD
INT
Michael Brewer
16/18
186
0
0
Brenden Motley
0/2
0
0
0
RUSHING
ATT
YDS
AVG
TD
J.C. Coleman
10
34
3.4
1
Michael Brewer
7
27
3.8
0
Marshawn Williams
4
8
2.0
1
RECEIVING
REC
YDS
AVG
TD
Bucky Hodges
6
59
9.8
0
Joel Caleb
3
24
8.0
0
Cam Phillips
3
85
28.3
0
Ryan Malleck
1
7
7.0
0
Deon Newsome
1
5
5.0
0
Sam Rogers
1
2
2.0
0
J.C. Coleman
1
4
4.0
0
BLOCKING
PANCAKE
SACK
Augie Conte
0
1
Wade Hansen
0
1
DEFENSE
TACK
SACK
INT
TD
Team
1
1
0
KICKING
FG
XP
PTS
LG
Joey Slye
1/1
2/2
5
31
PUNTING
TOT
YDS
AVG
-20
A.J. Hughes
4
158
39.5
0
KICK RETURN
RET
YDS
AVG
TD
Kendall Fuller
3
70
23.3
0
PUNT RETURN
RET
YDS
AVG
TD
Shai Mckenzie
1
22
22.0
0
Rice Owls at Tulsa Golden Hurricane
Aug 22, 2015
1ST
2ND
3RD
4TH
SCORE
Rice Owls ()
0
3
7
7
17
Tulsa Golden Hurricane ()
3
7
7
7
24
Team Stats Comparison
RICE
TLSA
Total Offense
200
338
Rushing Yards
53
166
Passing Yards
147
172
First Downs
14
21
Punt Return Yards
0
57
Kick Return Yards
129
133
Total Yards
329
528
Turnovers
1
3
3rd Down Converstion
9-17
10-14
4th Down Conversion
0-0
0-0
2-Point Conversion
0-0
0-0
Red Zone Touchdowns/Field Goals
1-1-0
5-3-0
Penalties
2-15
0-0
Posession Time
12:44
19:16
Rice Owls
Tulsa Golden Hurricane
Illinois Fighting Illini at Ohio State Buckeyes
Aug 22, 2015
1ST
2ND
3RD
4TH
SCORE
Illinois Fighting Illini ()
3
14
X
X
17
Ohio State Buckeyes ()
7
7
X
X
14
Team Stats Comparison
ILL
OSU
Total Offense
136
259
Rushing Yards
-12
121
Passing Yards
148
138
First Downs
10
13
Punt Return Yards
6
9
Kick Return Yards
45
14
Total Yards
187
282
Turnovers
1
1
3rd Down Converstion
2-6
4-8
4th Down Conversion
1-1
0-0
2-Point Conversion
0-0
0-0
Red Zone Touchdowns/Field Goals
1-1-0
3-2-0
Penalties
2-10
3-25
Posession Time
7:45
8:15
Illinois Fighting Illini
Ohio State Buckeyes
Cincinnati Bearcats at California Golden Bears
Jan 1,
1ST
2ND
3RD
4TH
OT
SCORE
Cincinnati Bearcats ()
0
17
0
14
0
31
California Golden Bears ()
7
14
7
3
3
34
Team Stats Comparison
CIN
CAL
Total Offense
398
507
Rushing Yards
138
206
Passing Yards
260
301
First Downs
17
22
Punt Return Yards
13
76
Kick Return Yards
39
120
Total Yards
450
703
Turnovers
1
1
3rd Down Converstion
5-12
7-12
4th Down Conversion
0-0
0-0
2-Point Conversion
0-0
0-0
Red Zone Touchdowns/Field Goals
3-2-1
4-2-2
Penalties
0-0
0-0
Posession Time
13:53
18:07
Cincinnati Bearcats
PASSING
C/A
YDS
TD
INT
G. Kiel
20/29
260
3
1
RUSHING
ATT
YDS
AVG
TD
G. Kiel
9
35
3.8
0
R. Moore
9
61
6.7
1
H. Williams
6
28
4.6
0
H. Boone
5
13
2.6
0
M. McKay
1
1
1.0
0
RECEIVING
REC
YDS
AVG
TD
M. McKay
4
59
14.7
0
M. Morrison
4
54
13.5
0
R. Moore
2
13
6.5
1
H. Williams
2
46
23.0
1
M. Boone
2
0
0.0
0
J. Holton
2
61
30.5
1
S. Washington
2
18
9.0
0
A. Chisum
1
6
6.0
0
J. Golic
1
3
3.0
0
KICKING
FG
XP
PTS
LONG
A. Gantz
1/1
4/4
7
29
PUNTING
NO
YDS
AVG
IN20
S. Gerachi
5
200
40.0
1
California Golden Bears
PASSING
C/A
YDS
TD
INT
J. Goff
18/29
301
2
0
RUSHING
ATT
YDS
AVG
TD
D. Lasco
13
47
3.6
1
T. Watson
10
57
5.7
1
V. Enwere
6
41
6.8
0
K. Muhamad
5
38
7.6
0
J. Goff
2
19
9.5
0
L. Gingold
2
4
2.0
0
P. Laird
1
0
0.0
0
RECEIVING
REC
YDS
AVG
TD
K. Lawler
5
140
28.0
2
C. Harper
3
34
11.3
0
M. Harris
3
46
15.3
0
D. Powe
3
36
12.0
0
B. Treggs
2
18
9.0
0
S. Anderson
1
12
12.0
0
T. Davis
1
15
15.0
0
KICKING
FG
XP
PTS
LONG
J. Langford
2/4
4/4
10
44
PUNTING
NO
YDS
AVG
IN20
C. Leininger
2
87
33.5
0
Minnesota Golden Gophers at Michigan Wolverines
Jan 1,
1ST
2ND
3RD
4TH
SCORE
Minnesota Golden Gophers ()
0
7
0
10
17
Michigan Wolverines ()
10
0
0
0
10
Team Stats Comparison
MINN
MICH
Total Offense
257
335
Rushing Yards
153
123
Passing Yards
104
212
First Downs
14
13
Punt Return Yards
39
20
Kick Return Yards
42
50
Total Yards
338
405
Turnovers
0
0
3rd Down Converstion
4-11
5-13
4th Down Conversion
1-2
1-1
2-Point Conversion
0-0
0-0
Red Zone Touchdowns/Field Goals
3-2-1
3-0-1
Penalties
1-5
2-19
Posession Time
17:01
14:59
Minnesota Golden Gophers
PASSING
C/A
YDS
TD
INT
M. Leidner
11/17
104
0
0
RUSHING
ATT
YDS
AVG
TD
R. Williams
16
50
3.1
1
D. Kirkwood
14
63
4.5
1
D. Cobb
5
16
3.2
0
M. Leidner
1
24
24.0
0
RECEIVING
REC
YDS
AVG
TD
I. Fruechte
3
25
8.3
0
M. Williams
3
36
12.0
0
K. Maye
2
16
8.0
0
D. Jones
1
4
4.0
0
D. Goodger
1
17
17.0
0
L. Hutton
1
6
6.0
0
KICKING
FG
XP
PTS
LONG
R. Santoso
1/1
2/2
5
27
PUNTING
NO
YDS
AVG
IN20
C. Eldred
4
170
42.5
2
KICK RETURN
RET
YDS
AVG
TD
J. Myrick
1
24
24.0
0
D. Kirkwood
1
18
18.0
0
PUNT RETURN
RET
YDS
AVG
TD
C. James
4
39
9.7
0
Michigan Wolverines
PASSING
C/A
YDS
TD
INT
D. Gardner
18/24
212
1
0
RUSHING
ATT
YDS
AVG
TD
D. Green
12
37
3.0
0
D. Smith
12
81
6.7
0
D. Gardner
6
-3
-0.5
0
J. Hayes
1
8
8.0
0
D. Funchess
1
0
0
0
RECEIVING
REC
YDS
AVG
TD
J. Butt
3
88
29.3
1
D. Funchess
3
23
7.6
0
D. Norfleet
3
27
9.0
0
J. Kerridge
2
12
6.0
0
A. Darboh
2
25
12.5
0
D. Smith
2
4
2.0
0
J. Hayes
1
17
17.0
0
J. Chesson
1
7
7.0
0
D. Jones
1
9
9.0
0
KICKING
FG
XP
PTS
LONG
M. Wile
1/2
1/1
4
20
PUNTING
NO
YDS
AVG
IN20
W. Hagerup
4
174
43.5
0
Clemson Tigers at North Carolina State Wolfpack
Oct 31, 2015
1
2
3
4
F
CLEM ()
7
10
7
10
34
NCST ()
3
0
0
0
3
Top Performers
PASS: D. Watson, Clemson - 16/26, 160 yards, 0 TD, 0 INT
(B/c many people aren't on the custom sounds thread much, I decided to put them on my sliders's thread. I made these custom sounds as well, to help bring another layer to the game...
Spoiler
**OFFICIAL**
STADIUM SOUNDS
ALL 5 Power Conferences, including Independent (Notre Dame, Navy Army)
(191 Total Sounds)
This thread is for the NCAA FB community, to bring another aesthetic to the game we love so much...
I'm a professional record producer and sound engineer by day, & decided to use my expertise in finding the highest quality sounds for the NCAA FB community. Which I'm a part of. You may have some of these sounds, but i took the time to mix & balance each sound to have a good "stadium" quality. Now, some were't the best of recordings, but i made the most out of what i could salvage. I did manage to find a lot of high quality tunes for almost every team. I left out the tunes that were not of good quality.
**NOTE**
These are not perfect, nor everyth single stadium sound for each team. Some teams were left out, due to quality of sounds... If you find anything that I can add, let me know!
Below, is the download link the the sounds...ENJOY!!
Your blue settings have CPU PBK @ 5 but your description below has CPU PBK @ 10. Which should it be? What auto subs are you using? Thanks
Also to answer your question about auto subs, i made my own auto subs based on my roster personnel. But i didn't implement the auto sub slider into affecting the overall gameplay sliders at all. You can still use your own preference of auto sub sliders
Just had a very good defensive battle. Tennessee at Virginia Tech (CPU). I was down to my 4th string running back due to injuries. I was trailing in the 4th 16-17 and kicked the game winning FG with about a minute to play. Had to hold on for dear life for the win. Great Game! This was the first game after deleting my profile so I'm sure the sliders aren't settled in yet. Here is the box score:
Just had a very good defensive battle. Tennessee at Virginia Tech (CPU). I was down to my 4th string running back due to injuries. I was trailing in the 4th 16-17 and kicked the game winning FG with about a minute to play. Had to hold on for dear life for the win. Great Game! This was the first game after deleting my profile so I'm sure the sliders aren't settled in yet. Here is the box score:
Tennessee Volunteers at Virginia Tech Hokies
Aug 21, 2015
1
2
3
4
F
#24TENN (0-0)
3
10
3
3
19
VT (0-0)
0
10
7
0
17
Top Performers
PASS: Joshua Dobbs - 21/26 217 0 TD 1 Int
RUSH: Jalen Hurd - 13 att 40 yds 1 TD
REC: Jalen Hurd - 4 rec 73 yds 0 TD
Team Stats Comparison
TENN
VT
First Downs
21
13
3rd Down Efficiency
7-13
3-7
4th Down Efficiency
1-1
0-0
Total Yards
369
347
Passing Yards
217
186
Rushing Yards
137
69
Penalties-Penalty Yards
0-0
1-5
Turnovers
1
1
Time of Possession
21:24
10:36
Tennessee Volunteers
PASSING
C/A
YDS
TD
INT
Joshua Dobbs
21/26
217
0
1
RUSHING
ATT
YDS
AVG
TD
Jalen Hurd
13
40
3.0
1
Alvin Kamara
11
21
1.9
0
Joshua Dobbs
8
39
4.8
0
John Kelly
5
22
4.4
0
Ralph Abernathy IV
4
15
3.7
RECEIVING
REC
YDS
AVG
TD
Jalen Hurd
4
73
18.2
0
Preston Williams
3
27
9.0
0
Ethan Wolf
3
22
7.3
0
Von Pearson
3
33
11.0
0
Pig Howard
2
19
9.5
0
Jason Croom
2
23
11.5
0
Marquez North
2
19
9.5
0
Ralph Abernathy IV
1
-3
-3.0
0
Alex Ellis
1
4
4.0
0
BLOCKING
PANCAKE
SACK
Mack Crowder
0
1
Drew Richmond
0
1
DEFENSE
TACK
SACK
INT
TD
Team
3
0
0
KICKING
FG
XP
PTS
LG
Aaron Medley
4/4
1/1
13
36
PUNTING
TOT
YDS
AVG
-20
Tommy Townsend
1
44
44.0
0
KICK RETURN
RET
YDS
AVG
TD
Preston Williams
0
0
0
0
PUNT RETURN
RET
YDS
AVG
TD
Preston Williams
2
15
7.5
0
Virginia Tech Hokies
PASSING
C/A
YDS
TD
INT
Michael Brewer
16/18
186
0
0
Brenden Motley
0/2
0
0
0
RUSHING
ATT
YDS
AVG
TD
J.C. Coleman
10
34
3.4
1
Michael Brewer
7
27
3.8
0
Marshawn Williams
4
8
2.0
1
RECEIVING
REC
YDS
AVG
TD
Bucky Hodges
6
59
9.8
0
Joel Caleb
3
24
8.0
0
Cam Phillips
3
85
28.3
0
Ryan Malleck
1
7
7.0
0
Deon Newsome
1
5
5.0
0
Sam Rogers
1
2
2.0
0
J.C. Coleman
1
4
4.0
0
BLOCKING
PANCAKE
SACK
Augie Conte
0
1
Wade Hansen
0
1
DEFENSE
TACK
SACK
INT
TD
Team
1
1
0
KICKING
FG
XP
PTS
LG
Joey Slye
1/1
2/2
5
31
PUNTING
TOT
YDS
AVG
-20
A.J. Hughes
4
158
39.5
0
KICK RETURN
RET
YDS
AVG
TD
Kendall Fuller
3
70
23.3
0
PUNT RETURN
RET
YDS
AVG
TD
Shai Mckenzie
1
22
22.0
0
Yoo awesome battle bro! The box score looks like it was a solid back & forth match up. Esp w/ you down to your 4th string RB, i know it got intense. & yea settle in with them, & keep me posted on what can be improved! I'll be posting another box score in a few
Actually saw my first Cpu kickoff return for td immediately after I had scored. Momentum swings are intense. Only minor tweaks for my gameplay but loving what I'm seeing so far