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My All American Slider

Maynard

stupid ass titles
I have been testing sliders since the patch and I finally have a set that works to give a competitive and realistic game of football. I dont think I will be making any changes. Maybe a reduction in the Hum pass rush if I figure out how to get solid pressure within 3 seconds with my D Line


AA
7 Min Quarters
Chew Clock (used when needed)

QB Accuracy: This will allow you to see a difference in avg/good/great QB's. You will see errant passes and will have trouble if you make bad decisions.
Pass Block: I feel the CPU needs to be at 0 for a realistic rush. As OSU I struggle to get a pass rush unless I bring a blitz. My 4 down linemen dont get sacks. I usually get them from blitzing players.
WR Catching: Just not enough drops for my liking. At 45 I still see #3 WR getting hammered as they catch. 40 provides great results
RB Ability: The CPU run game is solid. Great backs will make you pay for poor play. The Human run game is also a challenge. You may want to lower Hum RB Ability to 50-55, but at 60 it provides a realistic challenge for me. This slider is combined with Rush Dee for results
Run Blocking: This seems to be the only slider EA got right

Pass Cover: These will force you to play a smart game and make good reads. These will also force the CPU to do the same and help prevent ROBO QB
Pass Rush: The CPU is perfect at 45, Users may want to lower the number if its to easy for them. But for me, this is the only way to get realistic results
Inter: This is perfect, you wont see those lame 1 handed INT's, but bad passes run the risk of an INT
Rush Dee: Again, the perfect balance imo. Combined with RB ability and Tackling, the great RB will light you up if you dont play them correctly. Dont expect to sit in zone dee all game playing the pass.
Tackle: I had user at 50, but the higher RB ability allowed to many broken tackles. 55 is perfect. The RB will get his yards, but not by break 10 tackles for Big Plays.

Kicking Game This is one area I feel is dead accurate with FG's. I checked longest made kicks by some of the best and worst kickers and these numbers allow for a realistic result. Great kickers will make their 45-50 yarders, while crappy kickers will be struggle. Most kickers were lucky to have a 40+ yarder all year. The human accuracy forces you to actually move the meter properly. Dont expect a gimmie on FG and punts

Penalties: the sliders below give me the best results.

My last 3 games with these sliders
USC at OSU L 38-33 (#1 ESPN Classic)
USC at OSU W 28-24 (I was down 24-0. McKnight had 173 yards against me)
OSU at USC W 24-21 (dee battle all game until the 4th...see stats below)

RECENT CHANGES
I raised CPU rush dee to 60 to help make the human run game a bit more difficult. I tried lowering hum RB Ability to 55, but it seemed like the cpu dominated the LOS with there lame ass awareness of my playcalling. So i kept RB ability at 60 and raised cpu rush dee instead. Seems to be doing the trick.

Lowered hum pass block to prevent me from having to much time in the pocket. Although at 40 it feels like the cpu is getting to me alot more then they should. If you dont have a running QB, u may want to stay at 45

Raised CPU pass accuracy to 25 because good QB were just to inaccurate. Also lowered human pass coverage to 75 to give more of a challenge on defense

Code:
QB Accuracy         15/[B][COLOR="Red"]25[/COLOR][/B]
Pass Block         [B][COLOR="Red"] 40/10[/COLOR][/B]
WR Catch            40/40
RB Ability          60/60
Run Block           50/50

Pass Cover          [B][COLOR="Red"]75[/COLOR][/B]/70
Pass Rush          100/45
Inter               15/15
Rush Dee            15/[B][COLOR="Red"]60[/COLOR][/B]
Tackle              55/60

FG Power            30/30
FG Accur            25/50
Punt Power          50/55
Punt Accur          15/50
KO Power            40/45

offsides            100
false start         90
holding             50
facemask            55
Off Pass Inter      100
Dee Pass Inter      100    
Clipping            55
Int Grounding       75
Rough Pass          100
Rough Kick          100
 
Last edited:
just to give you an idea of what im seeing with these sliders
Box Score

[table="head;width=400px"]School|
1st​
|
2nd​
|
3rd​
|
4th​
|
Final​

Ohio State|
3​
|
7​
|
0​
|
14​
|
24


USC|
0​
|
7​
|
0​
|
14​
|
21

[/table]

Scoring Summary

[table="head;width=400px"]School|Play & Players|Time|Quarter

Buckeyes|54 FG A. Petrey|4:19| 1


Trojans|24 Pass A. Corp to D. Williams|6:05 |2


Buckeyes|12 Run B. Saine|3:15| 2


Buckeyes|27 Pass T. Pryor to J. Martin|6:09| 4


Trojans|1 Run J. McKnight|4:52| 4


Buckeyes|1 Run D. Herron|4:04 |4


Trojans|4 Run S. Havili|2:03| 4

[/table]


Game Statistics

[table="width=400px"]|
Ohio State
|
USC​

Score|
24​
|
21​

First Downs|
13​
|
14​

Total Offense|
326​
|
340​

Rushes-Yards|
31-149​
|
26-87​

Comp-Att-TD|
13-17-1​
|
22-39-1​

Passing Yards|
177​
|
253​

Sacked|
1​
|
4​

3rd Down Conv|
6-10​
|
6-15​

4th Down Conv|
0-0​
|
2-3​

2-Pt Conv|
0-0​
|
0-0​

Redzone-TD-FG|
2-2-0​
|
2-2-0​

Turnovers|
2​
|
0​

Fumbles-Lost|
0-0​
|
0-0​

Intercepted|
2​
|
0​

PR Yards|
34​
|
5​

KR Yards|
141​
|
132​

Total Yards|
501​
|
477​

Punts-Average|
3-42.7​
|
6-37.8​

Penalties-Yards|
8-56​
|
2-15​

T.O.P.|
14:33​
|
13:35​
[/table]


Ohio State Player Statistics

[table="head;width=500px"]Passing|
comp​
|
att​
|
yardage​
|
TD​
|
INT​

Pryor, Terrelle|
13​
|
19​
|
144​
|
1​
|
2​
[/table]

[table="head;width=500px"]Rushing|
att​
|
yardage​
|
TD​
|
long​
|
fum​

Saine, Brandon|
15​
|
77​
|
1​
|
17​
|
0​

Herron, Dan|
8​
|
38​
|
0​
|
11​
|
0​

Pryor, Terrelle|
8​
|
34​
|
0​
|
16​
|
0​
[/table]

[table="head;width=500px"]Receiving|
rec​
|
yardage​
|
TD​
|
long​
|
drp​

Small, Ray|
4​
|
38​
|
0​
|
14​
|
2​

Posey, DeVier|
2​
|
52​
|
0​
|
31​
|
1​

Martin, Jermil|
1​
|
27​
|
1​
|
27​
|
0​
[/table]

[table="head;width=500px"]Defensive|
tackles​
|
TFL​
|
sacks​
|
PD​
|
INT​
|
FF​
|
FR​

Coleman, Kurt|
8​
|
0​
|
0​
|
0​
|
0​
|
0​
|
0​

Howard, Travis|
6​
|
2​
|
2​
|
0​
|
0​
|
0​
|
0​

Moeller, Tyler|
6​
|
0​
|
0​
|
0​
|
0​
|
0​
|
0​

Russell, Anderson|
6​
|
0​
|
0​
|
0​
|
0​
|
0​
|
0​
[/table]

[table="head;width=500px"]Kicking|
field goals​
|
long​
|
extra points​

Pettrey, Aaron|
1/1​
|
54​
|
3/3​
[/table]


[table="head;width=500px"]Kick Returns|
ret​
|
yardage​
|
long​
|
TD​

Saine, Brandon|
2​
|
97​
|
83​
|
0​
[/table]



USC Player Stats

[table="head;width=500px"]Passing|
comp​
|
att​
|
yardage​
|
TD​
|
INT​

Aaron Corp|
20​
|
36​
|
197​
|
1​
|
0​
[/table]

[table="head;width=500px"]Rushing|
att​
|
yardage​
|
TD​
|
long​
|
fum​

Joe McKnight|
21​
|
107​
|
1​
|
15​
|
0​
[/table]

[table="head;width=500px"]Receiving|
rec​
|
yardage​
|
TD​
|
long​
|
drp​

Damian Williams|
5​
|
63​
|
1​
|
24​
|
0​

Anthony McCoy|
5​
|
36​
|
0​
|
21​
|
3​

David Ausberry|
3​
|
60​
|
0​
|
33​
|
0​

Brice Butler|
3​
|
34​
|
0​
|
21​
|
2​
[/table]

[table="head;width=500px"]Defensive|
tackles​
|
TFL​
|
sacks​
|
PD​
|
INT​
|
FF​
|
FR​

Josh Pinkard|
12​
|
0​
|
0​
|
0​
|
0​
|
0​
|
0​

Chris Gallipo|
6​
|
0​
|
0​
|
0​
|
1​
|
0​
|
0​

Everson Griffith|
5​
|
3​
|
1​
|
0​
|
0​
|
0​
|
0​
[/table]



Report generated by AViD Dynasty Manager Copyright© 2004-2009 Paul Cook, All Rights Reserved
 
Hey man those look pretty legit. Though I got a question. If CPU Pass Block is 0. And Human Pass Rush is 100, how are there not more sacks?

exactly....thats why i have them that way to try and get sacks, but its a struggle. The only way i can get sacks is if i bring 2 oe 3 blitzing players in addition to my 4 d-linemen

some guys have cpu pass block at 50 or higher and user pass rush at 50 or lower and i just think, how they hell are they getting any pressure.
 
Yeah I just updated the first game in my dynasty, and I used these sliders. It came out pretty realistic, seeing as how North Texas has a horrific defense. Good so far.
 
hey maynard. i just did a quick AA sliders search for my online dynasty and I will be using these. I will let you know how it goes.
 
Not a 'chise/dynasty dude, but I like to get on and have an "equitable" game against the CPU for fun, and I know you have the best interests of the game at heart.

I will use these in those times.......thanks!

:)


PTR
 
i made a few minor changes in Red. These are to help the CPU

Code:
QB Accuracy         15/[B][COLOR="Red"]20[/COLOR][/B]
Pass Block          45/[B][COLOR="Red"]10[/COLOR][/B]
WR Catch            40/40
RB Ability          60/60
Run Block           50/50

Pass Cover          95/70
Pass Rush          100/45
Inter               15/15
Rush Dee            15/[B][COLOR="Red"]60[/COLOR][/B]
Tackle              55/60

FG Power            30/30
FG Accur            25/50
Punt Power          50/55
Punt Accur          15/50
KO Power            40/45

offsides            100
false start         90
holding             50
facemask            55
Off Pass Inter      100
Dee Pass Inter      100    
Clipping            55
Int Grounding       75
Rough Pass          100
Rough Kick          100
 
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Hey Maynard.

You should edit your first post whenever you make slider changes.

If your sliders prove popular, finding the updates will be a pain in the ass.
 
Just tried my first game with your sliders. WVU (cpu) @ USF (me). Final score was 20-17 USF. Some game stats:

Stat|WVU|USF
Score|17|20
First Downs|10|13
Total Offense|332|238
Rushes - YDS - TD|26-113-1|39-158-2
Comp - ATT - TD|13-22-1|9-14-0
Passing Yards|219|80
3rd Down|5-12|5-12
T.O.P.|12:13|15:47|

I liked the way the sliders felt throughout most of the game. Late in the 4th quarter, both defenses really stepped it up. Neither me or WVU could really generate any offense in the last 4:00 minutes of the 4th quarter. Also, there were a ton of holding calls for each team.

Glad I won. I controlled FS Nate Allen for the entire game and played pretty well (9 tckls, 2 TFL). I really just looked to pound the ball against their 3-4 defense. Their pass-rush was pretty dominant so I stayed away from the passing game. My defense actually held them to 98 yards in the second half. I made some adjustments and started playing 3-3-5 and 3-2-6 when they went to 3 and 4 WR sets. I wanted the extra linebacker on the field for their option game. It seemed to help slow them down offensively. Noel Devine didn't do much against me. He got hurt in the second quarter, but only finished with 10 yards on 9 carries. Their backup Mark Rodgers was the one who put up some numbers on me (12 carries, 102 yds), but, a majority of that came on a 74-yard touchdown run.

Overall, good sliders thus far and I will continue to test them out.
 
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Just tried my first game with your sliders. WVU (cpu) @ USF (me). Final score was 20-17 USF. Some game stats:

Stat|WVU|USF
Score|17|20
First Downs|10|13
Total Offense|332|238
Rushes - YDS - TD|26-113-1|39-158-2
Comp - ATT - TD|13-22-1|9-14-0
Passing Yards|219|80
3rd Down|5-12|5-12
T.O.P.|12:13|15:47|

I liked the way the sliders felt throughout most of the game. Late in the 4th quarter, both defenses really stepped it up. Neither me or WVU could really generate any offense in the last 4:00 minutes of the 4th quarter. Also, there were a ton of holding calls for each team.

Glad I won. I controlled FS Nate Allen for the entire game and played pretty well (9 tckls, 2 TFL). I really just looked to pound the ball against their 3-4 defense. Their pass-rush was pretty dominant so I stayed away from the passing game. My defense actually held them to 98 yards in the second half. I made some adjustments and started playing 3-3-5 and 3-2-6 when they went to 3 and 4 WR sets. I wanted the extra linebacker on the field for their option game. It seemed to help slow them down offensively. Noel Devine didn't do much against me. He got hurt in the second quarter, but only finished with 10 yards on 9 carries. Their backup Mark Rodgers was the one who put up some numbers on me (12 carries, 102 yds), but, a majority of that came on a 74-yard touchdown run.

Overall, good sliders thus far and I will continue to test them out.

How many holding calls did you see? did u use aggressive gameplan for holding blocks or impact blocking? At 50, the holding penalties should be pretty realistic.

also, i used to have human pass block at 45 instead of 40. I have been thinking of raising it back up to 45 because the CPU pass rush seems a bit to intense (almost to the point of being unfair)

the cpu running game can be like that. Where the bulk of the yards come on 1 big play. But against the good teams or the good running teams, you will notice a huge difference in the grind it out run game.

Take my loss to Wisconsin last night. I lost 27-21 Wis at OSU - Clay had 23 carries for 165 yards. His longest run was a 59 yarder. Take that away and he has very good grind it out numbers.

sidenote: i was down 27-21 with 3 mins left. Wis drove down and caled a run play from inside the 5. Clay pulled and Earnest Byner and fumbled right as he was going in for the TD which would have put it away for them 34-21. I took the fumble out to the 40.

I drive down and get it inside their 5 and give it to my workhorse brandon saine who (@#$%$#) also pulled an earnest byner and fumbled on his way into the endzone.
Can u believe that?

I had a chance to score again with 1 minute and no TO.......with 2 seconds left from Wis 15 i called a pass play and nobody was open, so i ran with Pryor knowing i wouldnt make it. He got stuffed at the 1 yardline.

My controller is feeling very lucky to be alive today :)
 
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