Flexbone – Wear and Tear
Running a test dynasty with Air Force, my experience with Wear and Tear (WnT). I’ve played 4 games and I’m a little worried. Default settings, on All-American, 6 min qtrs, on PS5. Year 1. BYU (81ovr) at AF (71ovr). Rain. Loss 14-20. Lost FB Carson on 1st play. Then HB Harris broke collarbone on 3rd play. QB didn’t make it to half. Multiple injuries on OL. Was basically running 2nd team offense at end of the game. Year 2. AF (61ovr) at Utah (82ovr). Clear. Win 24-14. No injuries this game. But lost starting HB and FB to WnT. QB was unable to finish the game. Year 3. Cal (71ovr) at AF (63ovr). Rain. Loss 3-6. Lost best HB on 1st play. QB on 3rd play. We ended up losing 5 HBs to WnT. I ended up with 9 guys with carries. Couldn’t keep the players on the field. Year 3. AF (63ovr) at C.Car (61ovr). Rain. Win 38-21. Again, QB didn’t make it to half. Lost top HB and FB. 2nd HB was in and out until late in the 4th when he got knocked out. I’m running a realistic flexbone offense, passing more than the academies do in real life. 40-20 run/pass plays per game. Getting between 300-400 total yards, except in that Cal game I only had 130. Is it the rain (3/4 games)? Is it playing better teams? Or can you not run the flexbone in CFB 26 on default settings? I see they gave Army, Navy and AF QBs Workhorse. If it is required, you have to get lucky in dynasty to get more QBs like that. I’m using “pure runner” QBs. None of the HBs or FBs got more than 10 touches a game. Everyone gets hurt or becomes unplayable. If WnT is optimized for CUT and Road to CFP, can we get better defaulted sliders in Dynasty mode?21Views1like0CommentsWear & Tear needs to impact the CPU teams, not just the user. (testing below)
This is not how we want W&T implemented for CPU teams. Too Long, Didn't Read: CPU teams start with zero W&T effects vs USER teams. Sharing from a post at OS: https://forums.operationsports.com/forums/forum/football/ea-sports-college-football-and-ncaa-football/26848453-the-wear-and-tear-impact-sliders-don-t-affect-the-cpu-except-they-do I wanted to create some Wear and Tear Sliders that guarantee the need of managing your players' Wear and Tear, but also ensuring that the CPU doesn't get disadvantaged in the later stages of the season because they aren't able to manage their Wear and Tear and therefore play with decreased ratings against the User in important games. In order to create my Sliders, I wanted to know how the new Impact Sliders for Wear and Tear impact the CPU. But after some testings with high Recovery sliders, I came across some interesting findings. Every CPU team was still affected by W&T (=had several players with Increased, High or Severe Risk of Injury and Rating drops) except vor the user team and the opponent of the user in the current week. So I have done some more extensive testings to find out if and how the CPU teams are affected by the Impact Sliders. I used Colorado and bumped all Impact Sliders down to 0 and all Recovery Sliders (including the In-Game Recovery Pool) up to 100. Simmed to Week 9, opponent is Utah. Week 10 opponent will be Arizona, Week 11 West Virgina. Colorado (user) is not affected by W&T at all (= a few players had some seasonal Health drained with about 3/4 left, but everyone had Low Risk of Injury, so basically no W&T). Utah is also not affected, Arizona is also not affected right now despite playing last week and having a bye week this week. West Virgina is affected by W&T. Simmed to Week 10 (vs Arizona). Colorado (user) still not affected and it will stay that way the entire time. Arizona not affected, Utah is affected now after the game against the user, West Virgina is still affected. Simmed to Week 11 (vs West VIrgina). West Virgina is now not affected, despite being affected the past weeks (bevause they play the user this week). Arizona is affected now after the game against the user. Simmed to Week 14 (vs Kansas State). Kansas State was affected by W&T in Week 12 and had a game every week until Week 14, but in Week 14 Kansas State was not affected. Injuries looked normal btw for both Colorado and Kansas State, pretty normal amount and length of injuries compared to around the league. Forced WIns to test it further in the Playoffs. For Big XII Championship vs Texas Tech they were not affected because firstly, they are playing against the user this week and secondly, they had a bye week before. Colorado (user) has bye week in first CFP round. Texas Tech plays against Oklahoma and is affected again. Texas Tech advances, is the opponent for the user and is not affected. Same procedure in the next round. In the National Championship the opponent was Texas, who were affected the week before and not affected for the Natty. Also went into the game to confirm that Colorado and Texas were really not affected by W&T as the W&T info graphic states. So my findings are: The Wear and Tear Impact Sliders do not affect the CPU teams. They only affect the User, BUT also the CPU teams that are playing the user in the respective week. For me, this means the problem I faced earlier that CPU teams are still affected by W&T despite having low Impact Sliders and high Recovery Sliders is not really a problem, because once you play against a team, the actual Impact Sliders seem to kick in and matter for the CPU. For this testing, the CPU teams got refreshed to the max once the user played against them, since the Impact was at 0 and Recovery at 100. But it should also mean that having moderate Impact Sliders should refresh the otherwise kind of highly affected CPU teams a bit once you play against them, which is something I was hoping for.106Views3likes2Comments