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Ratings Tests for Sliders

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Old 03-11-2016, 06:14 PM   #1
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Ratings Tests for Sliders

I got bored today and decided to test some ratings adjustments for sliders.

I used All Pro default everything as a starting point.

I played about 6 halves.

I changed all key ratings to 50 for the team I tested.

Things like catch, CIT, RTE, SPC, the three pass accuracy ratings, the injury and fatigue ratings, the three blocking ratings, the defensive ratings that match up with the offense. tackle, hit power, coverage ratings.

Basically anything that sliders would have an impact on.

The reason I am posting is because I was surprised with how low some rating needed to be on default 50 sliders to notice a difference.

It took 40 for catch ratings before guys started dropping passes. I didn't test 41-49 though. I went from 50 to 40. So 45 or 46 may have given the same results.

Lets just use 45 for an example. It's crazy that with the catch slider at 50 I saw no difference between a catch rating of 50 to 99. They all were able to catch the same.

They only time I saw a wide open drop we when the guy had the trait for drops open passes at yes. I only had one guy with a yes for that and I changed it to no after I went to 40 for my test.

With QB's I was able to make every throw with a short accuracy of 70 and medium of 70 and a 50 for deep. The same was true for the cpu.

I got all the way down to 30 for carry for all offensive skill players and with players tackling and hit power at 50 I had no fumbles. I'm not sure how much of a gap there needs to be between hit power and carry before guys start fumbling.

I also had very few injuries with all three of those ratings at 50. No one ever got knocked out for the whole game. players didn't really fatigue as much as I thought they would either.

It took a kicker to have 90 or higher kick power to really kick in the endzone like they would in real life. A 50 accuracy rating didn't really make any difference. all kickers were still deadly accurate.

For punters anything over 80 kick power let them kick 45-48 average on kicks.

Defensive and offensive linemen played pretty good with all those ratings at 50. The offense for both sides had a slight advantage in blocking.

Receivers had a slight advantage over the defense in getting open too.

The reason I did this for sliders is because there is no way I'm going through and changing the ratings for all 32 teams. That would actually be great though. You can get the game to play more realistically by using a greater ratings range.

I saw just how much sliders need to be adjusted. QB accuracy slider needs to be at 25 or less for both sides to use default rosters.

Run and pass blocking needs to be at about 45 or lower.

Catching at 45 or lower.

Int 45 or lower. even at 50 db's were catching better than they should.

Pass coverage needs to be 55 or up

Tackling was fine at 50 but, could go lower.

Fumbles need to be as low as 15 or less.

FG power was fine at 50 but, FG accuracy needs be 20-30. At 15 I was shanking extra points.

punt power needs to be around 40. punt accuracy 25 or so.

Kick off power was fine at 50. could be higher.

These are just my opinions.

I think the reason it seems sliders don't work well is because of how the default ratings are. so many are just the same. a guy with 75 catching will be the same as one with 99.

I really wish I had time to go through and adjust all the ratings. It's amazing how much of a difference it makes.

That's why I prefer FBG rosters to EA's. But, even those aren't ideal for how the game actually plays.

anyway hope some of this info helps slider or roster guys.
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Old 03-11-2016, 09:38 PM   #2
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Ratings Tests for Sliders

I'm going to use this for a FBG slider set. I think I've got some good adjustments to get the most out of them. I'll post soon.


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Old 03-12-2016, 09:33 AM   #3
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Re: Ratings Tests for Sliders

Charter....when running these tests, what autosub/fatigue settings were you using within CFM? As autosubs directly impact how players play and fatigue affects things as well, those are two critical parameters that have to be controlled before coming to any conclusions about how much to adjust the slider settings.
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Old 03-12-2016, 10:39 AM   #4
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Re: Ratings Tests for Sliders

Quote:
Originally Posted by JoshC1977
Charter....when running these tests, what autosub/fatigue settings were you using within CFM? As autosubs directly impact how players play and fatigue affects things as well, those are two critical parameters that have to be controlled before coming to any conclusions about how much to adjust the slider settings.
this wasn't in CFM. I can't play against the same team in CFM. I only adjusted the ratings for the Cowboys and played against itself. As I put on the top of my post this was default All Pro everything. The only things I changed was the actual player ratings.
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Old 03-12-2016, 01:09 PM   #5
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Re: Ratings Tests for Sliders

I'm streaming some FBG rosters gameplay testing sliders www.twitch.tv/charter04


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Old 03-12-2016, 02:47 PM   #6
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Re: Ratings Tests for Sliders

I felt really good about that game. The Stars really shined. Sherman was lock down. Russell Wilson played great. Lynch was beast modding me. Watt and Wilfork played well. Hopkins played great. Jimmy Graham had a nice catch. Seattle was hard to move the ball on. I lost 23-20. I'll be posting these sliders soon


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Old 03-16-2016, 12:14 AM   #7
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Re: Ratings Tests for Sliders

What I am testing now is how much of a ratings gap does it take to actually make a difference and give an advantage? Using default All Pro

I'm starting with OL v DL

I changed all 5 OL to 50 in all ratings then changed the DL to all 50.

I also changed traits to all no for high motor and normal for penalty just to make it even

I have went up to 60 on pass rush ratings and block shed and no advantage. Both user and CPU OL had the advantage.

So far it takes more than a 10 point ratings advantage to make a difference.

I'm moving up to 65 and 70 next


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Old 03-16-2016, 01:56 AM   #8
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Re: Ratings Tests for Sliders

I finally saw a difference with a 25 point advantage.

Not huge but, the DL started winning more.

The question I have is how big of a gap should there be before a guy should be beating his man the majority of the time.

If the number is 10 for instance all you would need to do is lower the blocking slider until 10 got the proper results

That would be like a 95 block shed v a 85 run block.

Right now with default All Pro you won't get much difference in those two guys




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