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360 NCAA10 Movie Team Dynasty

Ditto. I'm blessed with some pretty special skill players, so I haven't noticed it as much, but perhaps that's because i'm bouncing between dynasties. Suggestions are always welcome.
 
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What do you guys think about these:

Oneback said:
A lot of you probably know me better as HookemHorns (recently changed my screen name) and know that I traded in NCAA 10 almost a month ago. After creating a set of Madden 10 sliders I decided I would rent NCAA 10 and check out what was fixed by the second patch and see if I could apply what I learned in doing Madden sliders to NCAA.

I've spent the better part of today tweaking a set and believe I have come up with a good base set of sliders and would like to know what everyone thinks. If I can get a good set working I may just come back to NCAA.

Here it is:

Gameplay Options:
Dynasty Accelerators: Disabled
Skill: All-American
Injuries: On
Fatigue: On
Quarter Length: 7 minutes
Play Clock: On
Home Field Advantage Effects: On
Ice the Kicker: On
Quiz the Quarterback: Off

Game Rules:
Offsides: 100
False Start: 100
Holding: 50
Facemask: 55
Offensive Pass Interference: 100
Defensive Pass Interference: 100
KR/PR Interference: 100
Clipping: 50
Intentional Grounding: 100
Roughing the Passer: 70
Roughing the Kicker: 50

Game AI:

Human Offense:
QB Accuracy: 35
Pass Blocking: 0
WR Catching: 40
RB Ability: 30
Run Blocking: 0

Human Defense:
Pass Coverage: 20
Pass Rush: 60
Interceptions: 5
Rush Defense: 25
Tackling: 25

Human Special Teams:
FG Power: 40
FG Accuracy: 35
Punt Power: 50
Punt Accuracy: 40
Kickoff Power: 55

CPU Offense:
QB Accuracy: 35
Pass Blocking: 0
WR Catching: 40
RB Ability: 35
Run Blocking: 0

CPU Defense:
Pass Coverage: 20
Pass Rush: 65
Interceptions: 5
Rush Defense: 25
Tackling: 20

CPU Special Teams:
FG Power: 45
FG Accuracy: 35
Punt Power: 50
Punt Accuracy: 40
Kickoff Power: 55

I will get more into how I came up with these settings tomorrow but I would really like to get feedback from everyone. So please try these out and report back your feelings.

And then the next day:

Oneback said:
Thanks to the work by Bill over at Operation Sports he found that the sliders in Madden are animation triggers more than they are difficulty sliders. For years we have all complained about suction blocking, well Bill’s work found that the pass block and run block slider determined how far away a defender had to be before the offensive player would attempt to block him. The higher the setting the further away the blocking animation is started (suction blocking). Now once the block is engaged the pass rush slider determines how easily the defender can break the block.

Tackling works much the same way. The higher the slider the further away the tackle animation is started. Once the tackle animation is started the RB ability slider determines how well the ball carrier can break out of the tackle. Now in NCAA this also effects how quick the ball carrier moves as well. If you set it to 100 you will see the CPU ball carrier move quickly and erratically.

Pass coverage determines how quickly the defender reacts to the receiver, the higher the slider the quicker the defender will react to a receivers breaks in a route while in man coverage or how quickly a defender will pick up a receiver coming into his zone. It also determines how well a jam will work. The interception slider is self explanatory.

The QB accuracy slider and the WR catching slider work in combination with each other in that the WR catching slider determines more than just how often the WR will catch the ball. Starting at the LOS it will determine the WR’s ability to get off a jam, at the break it will determine how much of a separation the wide receiver will get in the break and then once a ball is thrown it will determine how aggressive the receiver will go after the ball and then catch the ball. The QB accuracy slider determines where the ball will be placed within an area; however it also seems to determine how often the QB will have a wild throw.

Now ratings play a part in all of this. Even with the pass block slider at zero and the pass rush slider at 100 if you have a good offensive lineman matched up against a poor defender he will still make the block.

In these sliders I have tried to make everything realistic. The amount of time you have until the pass rush gets to you, how the offensive and defensive line interacts in the running game and how quickly the defender reacts to a receivers break in a route were the big things I looked at.

Never thought of sliders being animation triggers. I've run a few games with these, they are pretty good so far. Got to see if they hold up with human vs human games though.

Thoughts?
 
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jwinslow;1618356; said:
I'll give it a shot. The one thing I think I've noticed with the new sliders are a billion pressured ducks/ints.
I definitely don't like the sound of that. I already throw enough of those as it is.

Unless of course you're talking about the CPU, in which case, that might be okay for a few games so I can back most of the ones I've thrown to them.
 
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jwinslow;1618430; said:
I think it came out a few weeks ago, maybe more.
Okay, I thought you meant there was one this week.

They really overdid that feature, IMO. I throw more than the CPU by a pretty big margin, and most of them wouldn't occur in real life. Especially when I'm rolling out to either side and the defender isn't even directly in my face. I should be able to throw those pretty normally, and should only take a hit to my accuracy.
 
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I'd prefer to see some weaker passes that might get jumped if it's a timing route or thrown into a tight space, or more balls that don't get there properly unless you're a very poised quarterback (that would be an excellent rating to help the value of pocket passers, pocket presence). DL catch the ducks about 95% of the time, while LBs drop them as often as they catch them.
 
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Does anyone know if the sliders take effect in a user game? IIRC, the sliders reverted to the default for online and offline user games before the third patch was released. If that's still the case, then seeing how the sliders work in user games would be a waste of time.
 
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IronBuckI;1618688; said:
Does anyone know if the sliders take effect in a user game? IIRC, the sliders reverted to the default for online and offline user games before the third patch was released. If that's still the case, then seeing how the sliders work in user games would be a waste of time.

No, they definately work in USER vs USER games. Me and jwins are testament to that when we were testing things for this dynasty.
 
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