GotMadSkillzSon - Roster Edits for better Game Play Guide (NCAA and Madden)

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  • Matt
    No longer a noob
    • Jun 2012
    • 1565

    GotMadSkillzSon - Roster Edits for better Game Play Guide (NCAA and Madden)


    Fixing Real Assignment AI


     

    Left guard, center, right guard - acceleration at 90. By default they were moving entirely too slow and most times the ball carrier would get to the hole before the blockers.

    WRs, TEs, FBs - run block strength, run block footwork, impact block at 75.

    Those 3 positions of WR, FB and TE need to block in order for option plays, WR screens, HB screens, stretch runs, read option, HB toss to work.

    If anybody been watching Georgia Tech play this season, their WRs BLOCK and their guards get out in FRONT of the runner.


    Fixing the cpu DE pass rush

     

    All offensive tackles pass block strength must be at 20. Above 20 and they do that BS automatic play patty cake with DE animation.

    Tight ends pass block strength must be at 10.

    Finese moves rating does nothing for a Defensive End when the cpu is controlling them. Block shedding does nothing for a DE either on passing plays when the cpu is controlling them.

    Therefore if you want a dominating DE, give them a high power moves rating.


    Drop the speeds, acceleration and pursuits

     

    I am not a fan of having a roster full of people with those ratings in the high 90s. No person speed should be higher then 94.

    No linebacker should have a speed higher then 88.

    No tight end should have speed higher then 88.

    99% of the people should not have a pursuit rating above the mid 80s.

    Most linebackers and safeties should not have an acceleration rating higher then 85.

    If a DT is 300 pounds, his pursuit rating should be in the 30s.

    What ever speed a corner back or safety has, their acceleration rating should be 5 points LOWER.

    Very few Running backs should have speed above 88.

    Very few WRs, CBs, and safeties should have speed above 90.

    Majority of Corner backs and safeties should have pursuit from the upper 70s to mid 80s.

    Plain and simple. Too many players had high pursuit, speed and acceleration. Pursuit is also an agility type of attribute for defenders. When it is high, they can change directions on a dime with no slow down.



    Sophmore starters on defense

     

    They must pay the price for inexperience. If they aren't an all american status, the following ratings will drop to 55:

    Pursuit, play recognition, zone coverage

    Adding momentum

     

    For the entire defense:

    Lower their agility and acceleration as low as you can go without changing their tendancy.

    If they are a run stopper LB or hard hitting Safety, drop their agility to 40.

    For Corner backs:

    Play recognition 70
    Man Coverage 75
    Zone Coverage 75

    This will be for your average Corner back. Of course all americans and teams that are really good in defending the pass will be higher.

    For Safeties, same as above except zone coverage at 80 for average safeties.



    Fixing Special Teams for the CPU return game

     

    Find everybody that is blocking on special for the kick off. Usually consist of have on defense and other have offense. It varies from school to school. Safe way to do is just do all the LBs, 1st 4 CBs, all the safeties, all the TEs amd all the FBs.

    Reason why it varies is because not all schools have FBs or TEs and if they do, they only have 1.

    For the defensive players:

    Put their Run block, run block footwork, run block strength, impact block at 99.

    For the offensive players on special teams same attributes, but no higher then 75. Reason being most of these offensive players on special teams are also starters and you will make their run block on average running plays too powerful.




    The Power of Awareness

     

    Plain & simple, the higher this rating is for any position, the better they play. If you want that player to function properly and be a good but not great player, they need an awareness level of at least 85. If you want to be pro bowl level, give them 90. For Hall of Fame 95. Just to be average 80.

    Players with awareness below 80 are prone to make a lot of mistakes and get more penalties. They will miss blocks, miss blitz pick ups, make the wrong choice on option plays, and take longer to get open when running routes.

    Awareness is the foundation block for everything. So don't forget to edit the awareness to the level of performance you want them to be for that specific position.

    Better pocket passer

     

    Throw accuracy 90 or above. Throw power 90 or above.
    Speed 60 to 74

    To keep them honest, I always lower pocket passers ball carrying to 55 to 60. Reason being it makes them pay for trying to run or taking too many sacks. If they get hard enough on a sack, they will fumble.

    Better Balanced passer

     

    Throw accuracy 85 to 90. Throw power 80 to 90.
    Agility, elusiveness, ball carrier vision, stiff arm, juke, spin - low to mid 80s
    Ball carrying - 75
    Speed 75 to 84
    Acceleration 5 points higher then the speed

    These players can run and throw but not really great in either one.

    Better scrambler passer

     

    Throw accuracy 75 to 85. Throw power 80 to 95.
    Agility, elusiveness, ball carrier vision, stiff arm, juke, spin - 88 and higher
    Ball carrying - 80
    Speed 85 to 95
    Acceleration 99

    Scramblers are not always the fastest players but there are some track stars in college. Typical scramblers don't have the best accuracy.

    Ball Hawk

     

    If you want a ball hawking DB or LB, do the following:

    Zone Coverage - 95 or above
    Awareness - 90 or above
    Play Recognition - 95 or higher
    Catching - 80

    Lock down corner: same as above just add Man Coverage to 95

    More leg tackles: High tackling rating, very low hit power rating. For example 88:40


    Line Interaction

     

    Run block strength - Despite it's name, it doesn't determine how far back it can push back a defender on running plays. Only thing it determines is how long they can hold their block.

    Run block footwork - This determines how far back the lineman can push the defender back on running pays. Amazingly strength isn't tied into this equation at all.

    Pass block strength - Only determines how long they can hold their block against a power move.

    Pass block footwork - Determines how well they can defend against a finese move. Good way to see this in action is with the offensive tackles. Give a tackle a 90 PBF, they would push the DE in an arc around the QB forming a natural pocket.

    Power move - bull rush

    Finese move - swims and spins

    Now how they tie together. Power move rating is directly tied to RBF and PBS.

    Who ever is rated higher directly determines who gets pushed back. On running plays and passing plays. Also who ever has the highest power move rating seems to determine who gets double blocked on passing plays.

    Block shedding only works in the open field on running plays and this rating seems to be tied directly to strength. Who ever is stronger wins this battle.

    Strength Rating

    This year it a modifier for break tackle, stiff arms, truck, tackle, blocking. Basically if you not in the 70s you won't break tackles a lot. And linemen need strength if you want to plug up the hole, bull doze an OL or pancake a DL.

    Making Barry Sanders

     

    Agility, spin, juking, ball carrier vision, elusiveness, awareness, break tackle - 90 or above

    Keep strength in the 50s or very low 60s.
    Speed - high 80s, low 90s

    Making a power back

     

    Strength - 80
    BTK - 90
    Truck - 90
    Agility - 70
    Elsuiveness - 85
    Speed - 80 to 84
    Ball Carrier Vision - 90
    Stiff arm - 95
    Spin - 75
    Juke - 75

    Making the next Suh

     

    Power Moves - 95
    Strength - 92 to 95
    PRC - 90s
    Hit Power - 90s
    Block Shedding - 90s

    Power moves is key. Defender needs a high rating in this area in order to keep from being pushed back on running plays and it allows them to push the OL back. Any time you see DL get pancaked, it is because he has a low Power Moves rating.

    Making a dominating DE

     

    Power moves - high 80s to high 90s
    Strength - 88 and above
    PRC - 90s
    ACC - 90s - Good DEs need a very good initial burst
    Block Shedding - low 80s
    Tackling - high 80s to mid 90s

    Personally I don't like my dominating DEs having high hit power, therefore I lower it. I rather them make the tackle, including leg tackles.

    Possession WR/TE
     


    CIT - high 80s, low 90s
    Catch - mid to high 80s
    Spec catch - 90
    Agility - low 90s

    Return Specialist

     

    Return - 90s
    Speed - 90 or higher
    Carry - 90
    Agility - 90s
    BTK - 90s
    Spin - 90s
    Juke - 90s
    Ball Carrier Vision - 90s
    Elusiveness - 90s
    Awareness - 85 or higher

    Power FB

     

    Strength - 85 or higher
    Carry - 90
    Ball carrier vision - 85 or higher
    BTK - 90
    TRK - 90
    Elusiveness - 75
    Impact block - 85
    RBS - 85
    RBF - 85
    Awareness - 85 or higher
    Stiff Arm - 95
    Juke - 75
    Spin - 75
    Speed - 80 to 84
    Acceleration 10 points higher then speed



    Run stopping Safety & LB or Pass rushing LB

     

    Awareness - 85 or higher
    Speed - 85 to 88
    ACC - 98
    PRC - 95
    Catch - 50
    Tackle - 90
    Man coverage - 75
    Zone coverage - 75
    Pursuit - 99
    Block Shedding - 90
    Last edited by Matt; 07-12-2013, 08:48 PM.
  • Playmakers
    Noob
    • Jul 2012
    • 556

    #2
    Madskillz has skillz.......he was always one of my favorite posters at OS. Me and him go way back to NCAA 09-10 when we use to post all kinds of ratings fixes for this series. It's kinda funny that we would try to get EA's attention on how to fix or improve the option attack in this series with increased acceleration for OL, awareness and footwork ratings....also for the WR's FB's and TE's. Now this was stuff we explaining like 4-5 years ago and here we are in NCAA 14 and low and behold look at the acceleration ratings and awareness of the OL and the IMPACT blocking ratings of the skill players on the outside now....my point is all this stuff we are seeing in NCAA 14 that has guys going crazy over the gameplay was possible to replicate 4-5 years ago but EA was too lazy to modify their ratings approach to this game. I hope it doesn't take them 5 years on the new consoles to get shit right......
    PLAYMAKERS CLASSIC FOOTBALL ROSTERS (XBOX 360)

    Madden 25 1990's Classic Teams
    http://www.virtualsportsnetwork.com/forum/showthread.php?126285-Playmakers-Madden-13-amp-25-1990-s-Classic-Team-Rosters

    NCAA FB 14 Alumni Rosters (64 Classic Teams)
    http://www.virtualsportsnetwork.com/forum/showthread.php?124386-Article-Playmakers-NCAA-Football-14-Alumni-Rosters-For-XBOX-360

    Comment

    • NoleFan
      Noob
      • Jul 2013
      • 2

      #3
      This is good stuff!

      Comment

      • Drizz
        Noob
        • Aug 2013
        • 45

        #4
        seems right

        Comment

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