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NCAA2010 PS3 BP Online Dynasty

GG Piney. The turnovers in this game are ridiculous. I cant recall if I have played a human game with less than 5 TO's. I guess on a positive, I don't recall any through the chest INT's, but still 7 is a little overdoing it. The final score was no indicator of the game and it was very close until the Davis pick 6 in the flat. Your defense was by far the best against Harris that I've faced so far. Other than the 66 yd run, most of his runs were in the 0-5 yard range.
 
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You guys might want to try out these sliders. They drastically cut down on the interceptions, but most of all they limit the stupid animations and warp motion that cause the most breakdowns in gameplay. They also enhance the running game and FB/TEs on the perimeter.

We're back online, using these sliders.
Oneback said:
A lot of you probably know me better as HookemHorns (recently changed my screen name) and know that I traded in NCAA 10 almost a month ago. After creating a set of Madden 10 sliders I decided I would rent NCAA 10 and check out what was fixed by the second patch and see if I could apply what I learned in doing Madden sliders to NCAA.

I've spent the better part of today tweaking a set and believe I have come up with a good base set of sliders and would like to know what everyone thinks. If I can get a good set working I may just come back to NCAA.

Here it is:

Gameplay Options:
Dynasty Accelerators: Disabled
Skill: All-American
Injuries: On
Fatigue: On
Quarter Length: 7 minutes
Play Clock: On
Home Field Advantage Effects: On
Ice the Kicker: On
Quiz the Quarterback: Off

Game Rules:
Offsides: 100
False Start: 100
Holding: 50
Facemask: 55
Offensive Pass Interference: 100
Defensive Pass Interference: 100
KR/PR Interference: 100
Clipping: 50
Intentional Grounding: 100
Roughing the Passer: 70
Roughing the Kicker: 50

Game AI:

Human Offense:
QB Accuracy: 35
Pass Blocking: 0
WR Catching: 40
RB Ability: 30
Run Blocking: 0

Human Defense:
Pass Coverage: 20
Pass Rush: 60
Interceptions: 5
Rush Defense: 25
Tackling: 25

Human Special Teams:
FG Power: 40
FG Accuracy: 35
Punt Power: 50
Punt Accuracy: 40
Kickoff Power: 55

CPU Offense:
QB Accuracy: 35
Pass Blocking: 0
WR Catching: 40
RB Ability: 35
Run Blocking: 0

CPU Defense:
Pass Coverage: 20
Pass Rush: 65
Interceptions: 5
Rush Defense: 25
Tackling: 20

CPU Special Teams:
FG Power: 45
FG Accuracy: 35
Punt Power: 50
Punt Accuracy: 40
Kickoff Power: 55

I will get more into how I came up with these settings tomorrow but I would really like to get feedback from everyone. So please try these out and report back your feelings.

And then the next day:

Oneback said:
Thanks to the work by Bill over at Operation Sports he found that the sliders in Madden are animation triggers more than they are difficulty sliders. For years we have all complained about suction blocking, well Bill?s work found that the pass block and run block slider determined how far away a defender had to be before the offensive player would attempt to block him. The higher the setting the further away the blocking animation is started (suction blocking). Now once the block is engaged the pass rush slider determines how easily the defender can break the block.

Tackling works much the same way. The higher the slider the further away the tackle animation is started. Once the tackle animation is started the RB ability slider determines how well the ball carrier can break out of the tackle. Now in NCAA this also effects how quick the ball carrier moves as well. If you set it to 100 you will see the CPU ball carrier move quickly and erratically.

Pass coverage determines how quickly the defender reacts to the receiver, the higher the slider the quicker the defender will react to a receivers breaks in a route while in man coverage or how quickly a defender will pick up a receiver coming into his zone. It also determines how well a jam will work. The interception slider is self explanatory.

The QB accuracy slider and the WR catching slider work in combination with each other in that the WR catching slider determines more than just how often the WR will catch the ball. Starting at the LOS it will determine the WR?s ability to get off a jam, at the break it will determine how much of a separation the wide receiver will get in the break and then once a ball is thrown it will determine how aggressive the receiver will go after the ball and then catch the ball. The QB accuracy slider determines where the ball will be placed within an area; however it also seems to determine how often the QB will have a wild throw.

Now ratings play a part in all of this. Even with the pass block slider at zero and the pass rush slider at 100 if you have a good offensive lineman matched up against a poor defender he will still make the block.

In these sliders I have tried to make everything realistic. The amount of time you have until the pass rush gets to you, how the offensive and defensive line interacts in the running game and how quickly the defender reacts to a receivers break in a route were the big things I looked at.
 
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Merih;1642139; said:
And I don't know why the fuck I'm not asleep either and trolling the lame PS3 board
You are lucky the PS3 Posse has been out committing random acts of mischief and now we have to go to work; therefore we don't have time to properly deal with your attempt at a console gang war.
 
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fanaticbuckeye;1641957; said:
GG Piney. The turnovers in this game are ridiculous. I cant recall if I have played a human game with less than 5 TO's. I guess on a positive, I don't recall any through the chest INT's, but still 7 is a little overdoing it. The final score was no indicator of the game and it was very close until the Davis pick 6 in the flat. Your defense was by far the best against Harris that I've faced so far. Other than the 66 yd run, most of his runs were in the 0-5 yard range.

And that 66 yard run was only due to a couple of broken tackles, or else you would have been stopped for no gain. I was happy with my rush defense, surprised you never adjusted to the 46 defense I was running. The problem was I couldn't stop your passing game on 3rd down. I really have to learn how to rush as the DE versus dropping back into coverage cuz my stick skillz SUCK I miss easy plays (your 1st TD was a prime example cuz the pick was there for me and I missed it resulting in your guy having no one behind him)

But all those picks were just bad throws on my part. Threw into triple coverage a few times and then a few were forcing passes in tight spots or a bad defensive read on that pick 6 (thought you were in man and the flat would have been open) Of course all of that was forced by your insane DE, thankfully he graduates this year!

But good game... this was my season and I blew it. If I won that game I go undefeated :sad2: I still can't believe I was up 10-0 at one point, then it just got away from me.
 
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Piney;1642180; said:
And that 66 yard run was only due to a couple of broken tackles, or else you would have been stopped for no gain. I was happy with my rush defense, surprised you never adjusted to the 46 defense I was running. The problem was I couldn't stop your passing game on 3rd down. I really have to learn how to rush as the DE versus dropping back into coverage cuz my stick skillz SUCK I miss easy plays (your 1st TD was a prime example cuz the pick was there for me and I missed it resulting in your guy having no one behind him)

But all those picks were just bad throws on my part. Threw into triple coverage a few times and then a few were forcing passes in tight spots or a bad defensive read on that pick 6 (thought you were in man and the flat would have been open) Of course all of that was forced by your insane DE, thankfully he graduates this year!

But good game... this was my season and I blew it. If I won that game I go undefeated :sad2: I still can't believe I was up 10-0 at one point, then it just got away from me.
I wanted to get Harris 30 touches, because he will break off big runs a few times a game. The problem with running against the 4-6 is the number of guys in the box (obviously) and trying to run against the 4-6 out of a spread formation in zone is worthless because the defense doesn't really adjust out and then I have 5 guys blocking 7 or 8 defenders. The straight ahead stuff was working the best because your MLB is good. The power and counter plays just weren't working. When I started running ISO plays, and occasional toss plays is where I was getting the consistent yardage.

I had two missed plays that really irked me early on; the bomb to Tereshinski that I put just a bit too much air on, he was open and should have been a TD if I would have thrown it right. Then the option out of shotgun, I tried pitching that twice with no one around and he didn't do it for whatever reason? You could even see the animation of him trying to pitch. After he didn't pitch it in the open, I was scared to try and pitch with defenders around. If he makes that pitch early it was two defenders vs 2 blockers and my RB.

Funny thing is, you usually do a good job against my passing game.
 
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BuckeyeNation27;1642800; said:
that game you simmed for me was my biggest recruiting week. thanks for that. its not enough that I suck and I'm playing with a crappy team.....I have to sim all my games and have the CPU lose too.

You could have had recruits visit at another time...or you can just go ahead and lay the fuck off that defensive end...
 
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Sorry guys, was a bit busy the past few days and haven't checked on the dynasty. I WILL be checking the dynasty tonight and WILL be advancing.

So hopefully those people having some technical difficulties were able to fix them.
 
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I'd just like to shout out a giant "F You" to all of you who jumped over me for EVERY GOD DAMN RECRUIT IN MY TOP TEN! Every single one. What the hell? Even Syracuse jumped me for the guy I had as my #1 target for the entire year. Syra-effing-cuse. Bastards.
 
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