10 months ago
CPU Kicking Sliders
In Dynasty, can we please either: A) Have kick sliders affect both users and cpu OR B) Provide a CPU slider set. Right now kick sliders only affect users. I set our league up to have more realist...
First off I don't believe there is a way for me to practice defense only to put CPU into kicking mode. In Dynasty mode I can only practice offense, I can't even practice as defense. In offline standard practice I believe I can do offense and defense but I'm not certain I can do defense only to even have CPU try this. I want to try now though bc CPU Kick Accuracy can be set independently for play now mode...just not in Dynasty.
Additionally putting the kick accuracy slider to 0 shouldn't make you miss every kick. The sliders don't represent success percentage, it simply is a modifier that will lead to more fails or successes. I assume it will simply make the kick accuracy meter REALLY FAST, but that will be further modified by the kickers KAC no matter what you set it to. It should then impact the dice rolls the CPU makes to determine how good of a kick they made.
For relevant context, because I had a friend who also thought it was a percentage indicator which is NOT how the sliders/ratings work.
With user pass accuracy slider we're at 25 and the effect is you have very narrow windows to hit ideal accuracy. The effect is amplified by accuracy to short, medium, deep depths. Note we use Revamped passing bc our league wants QB Acc stats to matter. We restrict using pass lead settings as well. This setup is not for everyone but we don't want someone who is really good on the sticks making an average QB look like Joe Montana with perfect placement.
So for example my 91 SAC QB I have to barely press the receiver button on short passes to keep it under red for accuracy. If my QB has 82 MAC that same button press will likely be in the red (off target bullet throw). I can try to be even quicker on the press to avoid red but then the risk becomes a bit of a lofted/robbed pass which can be more easily intercepted. This was the point of our changes because even at having USER throw ACC slider at 35 we had guys hitting deep throws 70+% of the time with mid 70s DAC. For reference last year IRL the best QBs in the league were only on target for 30+ yard passes about 50-60% of the time. On target does not mean caught...just catchable. That would equate to QBs with 90+ DAC. 70s DAC throwers should be missing far more often than that. Similarly the best QBs IRL are on target for short throws only about 80% of the time. At user throw ACC 25 we got the 78 DAC QBs to be on target around 40% which was good enough for our goals. A lot more over throws, out of bounds throws and or throws that floated.
We have CPU Throw accuracy slider at 35 and they miss some throws but not a ton, but we're trying to have a slider set making gameplay close to real life and we try to make it so an equivalent team creates a challenge/tight game at least every 3 or 4 games. It's a tough balance to strike.
Now in Madden last year we had Run Blocking user slider at 0, that didn't mean the lineman didn't run block, it just gave the biggest advantage to the CPU as possible when it comes to Block Sheds and missed blocks. So again I don't expect a slider set to 0 to make it impossible to achieve a made field, just harder.