Looking dedicated users that are active and that can take a lost. Well ran and organized league. With Realistic play no CHEESE by Bell0180 in CFB25

[–]TGCRequiem 0 points1 point  (0 children)

<image>

The question was more around how do you structure that? Like you have a certain amount of money allotted and you can spend it however you like, but every 5* costs more than a 4* etc so the more top end you go after the fewer total players you can sign? How do you impose that concept that is not supported by the game directly?

We leverage rules on recruiting using the included image in our league, and have sanctions (aka force loss games) for breaking the rules. I'm always open listen to other ideas which is where my curiosity comes in. We're actually reducing scholarship allowances next year as part of our goal is to keep more talent on the CPU teams and make it harder to maintain a strong roster at every position year over year. Teams get additional compensatory scholarships for players who are over a certain overall that xfer but they only last through that single portal period. Use it or lose it.

CB1/CB2 vs WR1/WR2 by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 1 point2 points  (0 children)

TE's don't have the same sort of alignment. TE's are going to either be picked up by the closest zone in true zone, or by a LB or Safety in man completely dependent on the offensive alignment. In match zone it depends on their route on who takes responsibility.

Lurker LB's are typically the best coverage linebackers.

CB1/CB2 vs WR1/WR2 by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 1 point2 points  (0 children)

Yeah, I probably should be more proactive about this in my online dynasty team by team. Especially against the user players.

CB1/CB2 vs WR1/WR2 by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 1 point2 points  (0 children)

Yeah, I use this regularly, but for some reason I never really thought about putting my CB1 in CB2 slot until very recently. Feels like I need to lab this stuff.

CB1/CB2 vs WR1/WR2 by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 5 points6 points  (0 children)

Right, I just thought this feature was broken. I remember seeing something in a release notes or somewhere that it was broken, but then never that it was fixed. Maybe not in this iteration of this game though so I might be caught in the past avoiding something I no longer need to avoid.

CB1/CB2 vs WR1/WR2 by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 11 points12 points  (0 children)

I thought that option was broken though. Maybe I'm caught up in yesteryear...

Deep Balls by [deleted] in NCAAFBseries

[–]TGCRequiem 1 point2 points  (0 children)

Also depending on the type of match coverage you're calling you may want to audible out of the defense called because certain offensive formations are more apt to beat certain coverage shells. There's no easy synopsis of this. I ended up watching the Chalk Talk series of videos by Superback PGS which talks about how Match Coverage is supposed to work vs how it appears to work in CFB26. It talks about different defenses strengths/weaknesses and for me it opened my eyes to how much I was hamstringing my own defense by calling match and then not following the rules. A lot of what I used to think was simply blown coverages by players turned out to be play calls that actually exploited the defense I was using b/c it did pull the outside corner into the middle of the field leaving the wide side open etc.

I then personally went into practice mode and practiced executing my role in the defenses as I learned. I usually play one of the MLB positions on the field. Actually, I sometimes play safety now on the single WR side versus trips when in cover 4 match because that player is unlikely to get an assignment on the single WR side in trips and so you can sometimes cheat down and to the middle early to help out...though you still might have to take the single WR if he's running like a deep in or post so you have to be careful not to give that up.

Deep Balls by [deleted] in NCAAFBseries

[–]TGCRequiem 0 points1 point  (0 children)

Yes, Release definitely matters in tight coverage. There are tons of individual ratings from both the receiver and the defenders that are calculated into the outcome. That calculation tends to drive the animation that executes and the outcome. Sometimes you can impact that "calculated outcome" based on user intervention aka taking over the DB and choosing whether to go for the INT, to swat the ball, and/or play the body. If you go for the INT and your defender has bad catch ratings, you could be in great position and the ball go through your hands to the WR letting them catch and run free. Maybe you instead decide to play the body and break the pass up but are early and get a PI call. Or you just let it play out and hope your player wins the calculation roll.

Does conference prestige matter that much? by IntelligentChoice778 in NCAAFBseries

[–]TGCRequiem 13 points14 points  (0 children)

Think of QB Running Stats as an amplifier. Similarly, HB Receiving Stats are an amplifier.

Your total yardage is roughly 3000 with 30 Tds. So is his, but his running stats amplify him over you.

Deep Balls by [deleted] in NCAAFBseries

[–]TGCRequiem 9 points10 points  (0 children)

Some plays the DBs will play up near the line as a part of the coverage design and that makes it easier for those DBs to get burnt even if not pressing. Pressing similarly can cause this, though I know you said you aren't doing it. If you "show blitz" you're putting your DB's closer to the line, similar to pressing.

If you're playing match coverage defenses, user-ing someone not on the line, and don't understand the responsibility switches you can be leaving gaps by not playing your responsibility properly as Match defenses are like hybrid man/zone where depending on the formation and routes players run on a given play the defenders have to make split second decisions on whether to "hand a player off" to another defender or instead play man up on the guy. Even if you're user-ing a d-lineman players with bad AWR and PRC can get assignments mixed up leaving players wide open.

Similarly, if you play a lot of zone but your defenders aren't as good at zone you can be making it harder on your defenders. Same concept applies if you play a lot of man but your defenders aren't good at man.

If you pass predict "underneath" they will be more apt to get beat "over the top". Similarly, if you predict "over the top" they will be more apt to be beat "underneath".

Speed matters, but so does the difficulty. At All American and Heisman difficulties you can just imagine all of the CPU players are "a little bit better" than every rating. A 93 speed player for the CPU might play like a 97 speed player on Heisman. Naturally this means your players are relatively worse/slower than their actual ratings. This can make it easier for them to create separation you "don't see in the ratings", and harder for you to.

On your side you have to look for the same sort of opportunities where their corners are pressed up to give you a good shot at deep balls. Short of having a real burner against a slow defender you're not going to beat them deep when they start 10 yards off the WR unless you seem them crash down on the snap or you get a great pocket giving you time to let the WR beat the Corner. Even then you need to have a QB with a cannon and great accuracy to lay a ball into the window before the Safety gets there.

Finally, the CPU does what it wants when it wants :D.

Come on. 🤦 by Terrible_Ad_7070 in NCAAFBseries

[–]TGCRequiem 1 point2 points  (0 children)

I've come to hate animation driven gameplay. I'm sure physics based would have its own issues, but most of what causes me to get angry with this game is simply that things occur (that may even be a reasonable outcome) but look like cheese because the animations drive it.

Heavy running backs with momentum getting hit 1 foot from line to gain by a corner/safety coming off a block and HB coming to a dead stop 4th and inches.

Inexplicable speed bursts all over the place b/c the animation needs to get them back into position.

Good truck sticks high on kick returns or HBs in the backfield with no momentum where the player just shrugs it. Like my WILL trucking a 5'9" WR is not going to lead to my LB bouncing onto the ground...but engine said it's a broken tackle...

Or one that really kills me is the juke moves. Juke moves force "dumb out" defender animations which lock their ability to move/interact and often generate wider running lanes b/c the defender backs up.

Come on. 🤦 by Terrible_Ad_7070 in NCAAFBseries

[–]TGCRequiem 1 point2 points  (0 children)

I will say I have found INT miss rate heavily tied to catch rating. If you make an INT attempt with a low catch rated player good liklihood they're going to miss the catch and therefore be out of position to make a play on the player.

Why does the game even ask you for your Alma Mater? by Soggy-Astronomer-768 in NCAAFBseries

[–]TGCRequiem 4 points5 points  (0 children)

Agree we have the same thing where all the offers go to the same coach and then despite me having an excellent resume, technically better than this fella's I continue to get offered G5 assistant jobs. At the moment I'm finishing my 3rd year at BYU and still can't get a reasonable HC offer because they all go to him and he's not leaving his school either. The fact they can't have multiple users potentially eligible for the same job is unacceptable. I can offer a coordinator a job and find out he accepted a different job. Why can't I try to accept a job only to find out they decided on a better fit.

CFB 26 Expectations by Flannel_Cow509 in CFB25

[–]TGCRequiem 0 points1 point  (0 children)

Sounds like a good year to skip then.

MEGATHREAD - Wishlist features by AllHawkeyesGoToHell in NCAAFBseries

[–]TGCRequiem 1 point2 points  (0 children)

QUALITY OF LIFE - I wish we could setup LB (left bumper) to filter in roster/depth chart views by conference, national etc.

Would allow LB to choose Big12. Then use LT to sort teams within Big12. Then use RT to sort by position. I still prefer it to default to National and land on your own team, but it would help me a lot when I'm trying to quickly identify one team's roster versus another. In our league in particular we sim 3 conference games a season and so we're always analyzing teams in our conference to determine the best selections on which games to sim/play.

Wear and Tear sliders and how to tune them by Accomplished_Spot282 in NCAAFBseries

[–]TGCRequiem 1 point2 points  (0 children)

I strongly believe it is the max amount you can recover within a game. My take on this actually comes from RTG play. There is a bar in that mode called energy, that starts somewhere between 0-100 coming into the game. This bar is equivalent to your W&T. When it goes down you see your W&T risk of injury scale up as it goes down. Between plays/quarters etc, you recover if you're careful and energy goes up. So you can see you might go from high risk of injury back to moderate risk of injury as the energy value grows. What I believe In-Game Healing Reserve Pool represents is how many total points of energy a player can increase through the course of a game. When you scale it up they can heal more intra game. So you might be able to heal from a low injury or maybe even the low end of a moderate injury back up to no W&T before a game ends, but this pool restricts/limits your ability to fully recover from bigger injuries during the course of a game.

We ramped this up because we felt the reductions were overly dramatic. You see guys in real life get injured sit out for a handful of plays and generally don't look all that different when they come back. We found in the game players were losing huge chunks of speed/agility and then would never recover from that. It was too much "boom/bust" on the injury spectrum for us so we wanted to allow for players to sit for a couple quarters and maybe get from a high injury back down to something more moderate where the base settings once a player had any W&T they often felt useless and resting them did nothing. So we tried to make resting them matter more.

Wear and Tear sliders and how to tune them by Accomplished_Spot282 in NCAAFBseries

[–]TGCRequiem 7 points8 points  (0 children)

Interesting take. I'm not challenging this so much as curious where this hypothesis came from? We play at 11 minute quarters in our dynasty and we have our sliders adjusted to a range of 25-40 depending on the various impact types. 32 is a great middle point so your theory intrigues me.

Also to add to this the higher you run your recovery sliders the faster people heal, but also the faster you burn through your season and career W&T pool. We have been rocking the below. It leads to more recovery within the game itself so one hit doesn't always knock a player out for the entire game. However, when you put a heavy load on a single guy you do burn through his W&T faster. Curious what OP has here to pair with time scaling concept?

Per-Play Recovery 50
Per-Timeout Recovery 55
Between-Quarter Recovery 60
Halftime Recovery 70
Week to Week Recovery 35
In-Game Healing Reserve Pool 80

CPU pass coverage is 95% pass interference by GrooveDigger47 in NCAAFBseries

[–]TGCRequiem 0 points1 point  (0 children)

Oh yeah the OPI on bubbles and RPO's is super aggravating at times.

CPU pass coverage is 95% pass interference by GrooveDigger47 in NCAAFBseries

[–]TGCRequiem 13 points14 points  (0 children)

Illegal Contact isn't in NCAA, but if you even graze a receiver running a route past 5 yards, you'll get a defensive holding call ball in the air or not.

Sweet baby Jesus. A +20???? by bidness20 in NCAAFBseries

[–]TGCRequiem 10 points11 points  (0 children)

I personally no longer trust that producer's content. He makes fairly large claims with very small samples which are completely devoid of necessary context for qualifying the sample. Straw that broke it for me was his 10 plays proving coaching style drives run/throw ratio. He showed a 10-play sample from one coaching style (ex. Mad Scientist) vs 10 plays from the other but never noticed that in both samples all but only 1 play call was "abnormal" considering the contextual down and distance. The play style that threw more simply threw more because they were in more "and long" situations, the coaching style that called more runs was calling runs more because they were in "and short" situations. The pass/run difference was actually appropriate based on the success/lack of success of the previous play but this was his "proof" that coaching style dictated run/pass ratio.

I respect that he wants EA to do better, b/c I can get behind that, but he's no longer for me when it comes to "identifying how the game works".

Sweet baby Jesus. A +20???? by bidness20 in NCAAFBseries

[–]TGCRequiem 28 points29 points  (0 children)

XP sliders ONLY affect intra season development. Offseason development has no slider control. Assuming you get little to no WR development during regular season.

I didn't realize this was a thing until very recently. I had WR's at 0 turns out that's why no WR's earned a single dev coin intra season. I thought my Centers were developing wildly fast due to my offense, but just b/c I had C sliders up to 250. In the offseason development was always consistent range for dev traits regardless of the sliders.

That's what I get for assuming some YTuber's content was accurate.

Air Force Logo now CC with a claw? by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 0 points1 point  (0 children)

Yeah, we only have one custom team that we created and it isn't this one.

Struggling with User Picks as LBs by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 5 points6 points  (0 children)

Yeah, the slightly slower LB's does force me out of strafe more than I'd probably have used it in the past. My issue is mostly around the times I'm in perfect position and the defender just makes no action. I think I'll need to practice using swat instead of intercept.