Anyone need custom rosters? Go to roster share and download from http://www.operationsports.com/forums/ncaa-football-rosters/ PS3 - luvtotha9s XBOX 360 - FAIRDALE KINGS
Patch #2 is coming out soon so I'd wait a bit but for now this one has the best one: http://www.operationsports.com/foru...american-slider-set-enjoy.html#post2042604033 Skill Level: All-American Quarter Length: 9 Min Game Speed: Slow Speed Threshold: 0 Penalties: Offsides: 53 False Start: 53 Holding: 53 Facemask: 53 Offensive PI: 100 Defensive PI: 100 KR/PR Interference: 100 Clipping: 51 Intentional Grounding: 100 Roughing the Passer: 52 Roughing the Kicker: 100 All - American Sliders User // CPU QB Accuracy: 5 // 15 (Final) I think I have settled on 5 as the User QBA setting. I like the difficulty of completing passes at this setting. Pressure makes a difference as to how accurate the user passes are. Touch passing feels great. Good timing is required when passing to the receivers. Users can still zing balls into tight coverage but will pay for bad decision making. 15 feel strong for the CPU. (Anything above results in poor CPU QBs being deadly accurate with passes). Anything lower seems to result in some unrealistic, poor passing. Pass Blocking: 45 // 45 (Updated 8/8/2011) Offensive line executes blocking assignments well and misses fewer blocks Suction could be an issue with a significant increase in the pass rush slider required for the CPU and User to generate a pass rush Very few sacks allowed at these settings WR Catching: 45 // 45 No changes required at this time RB Ability: 45 // 85 (Updated 8/10/2011) Good decision making by the CPU running back, see holes well. (Named rosters may have a significant impact on this aspect of the game) Run Blocking: 25 // 50 (Updated 8/6/2011) (More Testing Required) User Run Blocking down to 25. Blocks being held too long at 30 this allowed too many big user runs CPU run blocking needed more help. 50 seems to allow a much more effective running attack from the CPU (Named rosters may have a significant impact on this aspect of the game) Pass Coverage: 45 // 45 (8/7/2011) Pass Coverage slider does not seem to make any noticeable difference with adjustments Pass Rush: 25 // 15 (Updated 8/8/2011) User and CPU settings updated to compensate for increased pass block (Named Rosters may have an impact on this aspect of the game) User pass rush toned down by 5 - Too many sacks being allowed by CPU Interceptions: 35 // 40 (Final) Tightens pass coverage Less dropped interception opportunities Rush Defense: 5 // 50 (Updated 8/7/2011) (More Testing required) User 5 to compensate for quick run recognition by the user run defense - this may help the CPU run game CPU raised to assist the CPU in run recognition (Named rosters may have an impact on this aspect of the game) Tackling: 15 // 15 (Final) Tackling feels fluid with some missed tackles and increased gang tackles More realistic number of big hits (Hit Stick effectiveness may be reduced) Momentum and weight seem to matter more More and smoother tackling animations Special Teams: FG Power: 45 // 40 (Final) FG Accuracy: 30 // 30 (Final Punt Power: 50 // 50 (Final) Punt Accuracy: 30 // 30 (Final) Kickoff Power: 50 // 50 (Final) Substitution Out/ In: QB Sub: 65 // 70 RB Sub: 80 //85 WR Sub: 80 //85 FB/ TE Sub: 80 // 85 OL Sub: 60 // 70 DT Sub: 80 // 85 DE Sub: 80 // 85 LB Sub: 80 // 85 CB Sub: 70 // 85 S Sub: 80 // 85 **Now testing pre-patch w/unnamed rosters** Work in Progress