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NCAA09 360 FSU Dynasty

FSU finishes undefeated, off to play UCLA for the title. Miami plays 10-3 Auburn (Chick-Fil-A Bowl).

Heisman - Miami HB Wright, 2nd CB Jordan, 3rd HB Ryan, 4th HB Silva, 5th HB Bentley
Maxwell - Wright
Bednarik - Thomas
O'Brien - Salyer
Walker - Wright
Biletnikoff - W.Smith
Best TE - L.Smith
Lombardi - Thomas
Thorpe - Wiggins
Returner - Jordan

Award Tally: 4 Mia, 3 FSU, 2 Clem

AA 1st Team: ... QB Salyer, HB Wright, HB Ryan, WR Inman, WR Smith, TE Smith, LG White, LG Grant C Ward. Only two OL not from the big 3 ACC teams.
......................... DE Thomas, DT Sims, DT Hooper, CB Wiggins, CB Davis, FS Cwik, SS Hall, P Brown, RET Jordan

AA 2nd Team: ... QB Whitehead, HB Bentley, HB Silva, WR Davis, TE Thornburg, RG Lewis, RG Gooden.
......................... DE Pitts, DE Jackson, DT Branch, DT Wagner, LB Johnson, CB Smith, CB Murray, FS Mangum, P McCormick

Frosh Team: ..... QB Martin, HB Bentley, HB Sims, WR Inman, DE Williams, LB Edwards, LB Copeland, CB Wiggins, FS Bass, SS Hall

FSU - 7 first, 12 second, 6 frosh all americans.
Miami - 5 first, 1 second, 2 frosh all americans.
Clemson - 2 first, 1 second, 2 frosh all americans.
 
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What I don't get is Miami has endured way too many beatdowns, yet you stick with it... but Clemson, the team which gives me absolute fits (with half the talent of FSU), leaves after another ultra-competitive game. :sad2:

I needed two wild comebacks and onside kick recoveries just to have a chance to win recent games.
 
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jwinslow;1440685; said:
What I don't get is Miami has endured way too many beatdowns, yet you stick with it... but Clemson, the team which gives me absolute fits (with half the talent of FSU), leaves after another ultra-competitive game. :sad2:

I needed two wild comebacks and onside kick recoveries just to have a chance to win recent games.

i thought about quitting after the 1st beatdown this year... then realized.. i really have nothing better to do when i get home from work...

i need a better D-Line, only time I beat FSU, I was able to stop the run... had a 5star DE, so hopefully that helps...

come back eobuck and get your revenge next year
 
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we can try these:
Jistic's NCAA 2009 Heisman Sliders - Operation Sports Forums
Heisman
8 min qtr (if you have the time, try 9)
*I have all CPU sliders at 0, as they do nothing.

OFFENSE
QB Accuracy - 75
Pass Block - 0
WR Catching - 0
RB Ability - 60
Run Blocking - 70

DEFENSE
Awareness - 80 (Don't worry INT's won't be a problem)
Knockdowns - 100
Interceptions - 0
Break Block - 100
Tackling - 45

SPECIAL TEAMS
FG Power - 40
FG Accuracy - 0
Punt Power - 50
Punt Accuracy - 0
Kickoff Power - 50

I have all penalties at 95. It might be placebo but at 90 or 100 I get none. At 95 I get about 6 a game....better than none.

Subs is preference.

I bring out the HB at 80, in at 90
WR out at 75, in at 85
D-line out at 75 in at 85
 
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http://www.operationsports.com/mm/showthread.php?t=187074


***NJPapi's Heisman Sliders V4.5***



Update 07/23/08

I received a lot of good feedback and some PM's from members with suggestions and feedback on what they saw. I decided to release this set to address some of the issues from 3.5



I have some house rules which I hate saying but is not a big deal. These rules will help the game play better.

1. When returning a punt you must always pick punt return and not punt block. This will allow the cpu to put the gunners on the outside and not bring them in to block.

2. When returning a kickoff or punt always use the returner before the snap and dont use the other players to throw blocks. This will make it harder to get returns.

Those are the only rules I live by for this game.


Keep in mind that not all of us will get the same results. Some of us are better then others at different things therefore results may vary but the overall feel of the game should be rewarding for your pleasure.


Remember that the human sliders for offense and defense and special teams work for the cpu as well.


Leave all cpu sliders at default (50) They do not work


Sub In and Out:

QB Out 0
Qb In 1
RB Out 90
RB In 100
WR Out 0
WR In 1
FB/TE 0
FB/TE 1
OL Out 0
OL In 1

DT Out 89
DT In 100
DE Out 89
DE In 100
LB Out 0
LB In 1
CB Out 0
CB In 1
S Out 0
S In 1




NJPapi's Heisman Sliders:

Injuries On or Off
Fatigue On
Quarter Lenght 8 minutes (Or your preference)
Playclock On
HFAE On
Ice Kicker On
Quiz QB Off


Penalties:

All maxed out except for roughing the passer which is set at 40.



Universal Offense (Works for both CPU and User)

QB Accuracy: 45 (This is important to keep at this for both sides)

Pass Blocking: 0 (This will help the weak pass rush from both sides)

WR Catching: 20 (This will keep drops at a realistic rate)

RB Ability: 50 (This was raised again more for the cpu then anything)

Run Blocking: 100 (This needs to remain this high to help the weak cpu)



Universal Defense (Works for both User and Cpu)


Awareness: 95 (Can't raise this anymore or picks will occur)

Knockdowns: 90 (Less 45 inch vertical swats)

Interceptions: 0 (This will help keep the high number of picks down)

Break Block: 90 (The biggest change since this will help stop the human run game and make pass rushers harrass both qb's)

Tackling: 25 (I raised this just a bit since higher will cause the cpu to not be able to break any tackles)



Universal Special Teams (Works for User and Cpu)


FG Power: 5 (I have found that at this set anything higher then 47 is hard unless you have a stud kicker)

FG Accuracy: 30 (This will make long kicks harder)

Punt Power: 45 (This will help stop the easy return game. Try and angle kick at all times)

Punt Accuracy: 65 (This will help your angle punt game)

Kickoff Power: 65 (This will put the ball at the goal line or deeper to stop the long gains on returns)
 
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My personal sliders - post patch Heisman - Operation Sports Forums

These are post patch, so maybe try these
hese seem to be working for me. I was wondering if someone would use these and give me feedback.

Updated on 4/1/9
Heisman on 8 min (stats more realistic) (Updates in bold)
Home Field Advantage OFF

Slider - HUM/CPU
THA - 50/60 - 60 for CPU, too many INT's otherwise. Throws too slow w/hum. @ 45
PBK - 100/0 - I couldn't tell if I was playing 2009 FIU or the 1988 Philadelphia Eagles.
CTH - 15/0 - With HFA off there a few CPU drops, not many. Drops are tied to AWR/CTH as well.
RBA - 35/65 - Seems to get a realistic speed differential.
RBK - 100/100 - Trying to get a slider set where good teams will get 6.5 against bad teams, 4 or so against even teams, less than that against a better team. The 65 CPU RB ablility and 100 human run and pass block are experimental right now.

AWR - 20/100 - Trying to slow down Robo QB without shutting down CPU running game.
KNDW - 100/100
INT - 0/0
Brk Blk - 100/100 - Causes rushed, inaccurate throws. Still hard to get sacks with D-Line only.
TAK - 70/30 Evan Royster didn't break enough tackles and was hit sticked by crappy tackling corners, forcing fumbles. FIU broke too many tackles and when their midget WR's were clobbered my a LB or Aaron Maybin they acted like a high schooler hit them. I forced no fumbles in the game.

FG Pow 35/0
FG Acc 0/0
Pnt Pow 45/45 - Average per game for bad punter was 45-48 yards per. May change later.
Pnt Acc 0/0
Kickoff 55/55

Penalty sliders
Offsides - 5
False Start - 100
Holding - 100
Facemask - 10
Off. PI - 5
Def. PI - 5
KR/PR Int. - 100 (rarely happens)
Clipping - 100 (rarely happens)
Roughing passer - 0
Roughing kicker - 0
 
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I don't know if I believe that cpu sliders do nothing, but I also don't know if I don't believe it. :wink2: Let me know if these end up working out for you guys. I know that the heisman sliders that I used are pretty close to the ones that Piney uses, and they're ridiculously difficult if you don't have a lot of speed on your team, and actually widen the gap between good talented, but not fast teams, and the teams with all the speed.

I like the idea of the 99 and 100 subs. I try to rotate as many people in and out on the d-line as possible, but still occasionally get stuck with tired players, or out of position guys playing DT or something. Those sub preferences would really let me use my offensive backfield depth to it's fullest extent, if I decide to go to an all option offense in Piney's dynasty next season. All three QBs at 85 SPD or better, and just a shit pile of runningbacks to fill the 7 spots on the depth chart. Damn...makes me wish it were next season already. :biggrin:
 
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The pursuit angles are a lot better in those last sliders... you get some pressure on the QB, but more importantly, if he waits until the defender is close (including 2-3 steps away), it ratles his accuracy a bit.
 
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jwinslow;1442971; said:
The pursuit angles are a lot better in those last sliders... you get some pressure on the QB, but more importantly, if he waits until the defender is close (including 2-3 steps away), it ratles his accuracy a bit.
Are the angles better for human and cpu, or just cpu?
 
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I felt like my defense played about the same... though I've got fairly ridiculous personnel (94 spd safeties, 90 spd LBs other than MLB, 87 spd DEs and a 75 spd DT), so it's hard for me to tell.

The D still can't stop playaction into the flats, but they get through the line on occasion (but not all the time about like real life vs a good OL, I'd say), especially at DT. You can bounce plays to the outside, but if there's a corner on the edge (say in goalline) and unblocked, he'll usually track outside pretty well. If other defenders are a step or two behind him, it's tough to get around them (with a juke or power move).

They seem to defend plays better on average. Plays which simply offer a diverse set of routes are defended better... you can still create mismatches with certain plays designed to set up man coverage 1v1 on the perimeter.

...

The run D was pretty solid, and the pass D was where the strength was. There were little to no suction interceptions, they'd miss tipping balls away on occasion. Receivers dropped occasional passes, especially when hit, but not that many. Only 1 unforced drop per half.

The pressure was increased to make you uncomfortable but not infuriated with matador lineman watching them run by, and the ability to hurry the QB was much better.

Wake kept it competitive at 21-3 at halftime, and 1 TD was a pick six (when they were in the redzone), and another set up by a huge PR to the redzone. They moved it to my 35-40 most drives and settled for punts, fgs or turnovers.
 
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I felt like my zone defense did not suck to the ball as much, however I try not to run zone defenses very often because the computer loves throwing into coverage. To sum up, they made less spectacular plays vs smart passes.
 
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Advanced again today, to week 4.

Iron, that last set of sliders was a collosal failure in both of our cpu games, in both weeks. The pursuit angles are slightly better, but the rest is still pretty weak.
 
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