NCAA Football 11

Discussion in 'Video Games' started by Mr Electric, Jul 12, 2010.

  1. wildthing202

    wildthing202 Active Member

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  2. twinjetfan

    twinjetfan New Member

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    Has anyone found any good sliders?
     
  3. wildthing202

    wildthing202 Active Member

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    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
     

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