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Message
re: TD 360 Dynasty '12 [2018 Season] -- Please bookmark
Posted on 8/9/11 at 7:32 pm to audodger
Posted on 8/9/11 at 7:32 pm to audodger
quote:
eta: Sarge, I don't know who you are, but I can't imagine that you make friends easily IRL.
Actually, he's a pretty cool guy IRL. He's just a shite stirrer on here.
Posted on 8/10/11 at 7:49 am to Rick Rickles
i know my Oline is bad but the ammount of sacks in this game is terrible. 13 I gave up to BYU 
Posted on 8/10/11 at 8:17 am to audodger
quote:
eta: Sarge, I don't know who you are, but I can't imagine that you make friends easily IRL.
I get that a lot on here, funny though, this is a message board
Posted on 8/10/11 at 8:18 am to Rick Rickles
quote:
Rick Rickles
I should have my recruiting and game done today. They are coming to hook up my satellite service at noon, so while he is hooking that up, I will be playing my dynasty set. Also, I am going to text you my brothers address so you can send your 40 bucks for our fantasy league. I will give you my money for yours when we link up on Saturday for a beer at the Bulldog.
Posted on 8/10/11 at 8:26 am to JAE20
you son of a.......
Yeah, she will be there. We gonna have a good time.
Posted on 8/10/11 at 10:09 am to Rick Rickles
quote:
Actually, he's a pretty cool guy IRL. He's just a shite stirrer on here
dont justify Rick, let them be.
Posted on 8/10/11 at 2:15 pm to JAE20
LaMichael James, out for season, ruptured disc. frick my life.
Posted on 8/10/11 at 2:20 pm to Sarge
Just played my game for the week, but NCAA froze on the exit load screen, game didn't save... Have to play it again

Posted on 8/10/11 at 2:21 pm to JAE20
is there any talk about adjusting sliders next season. I know we talked about time but the sacks are fricking dumb. Maybe turn down the pass rush on both sides. 13 SACKS to a team that had 9 coming into the game. Also the TD/int ratio seems way out of wack for everyone.
Ok now to the sliders:
Skill Level: All-American
Quarter Length: 10 min (Updated 8/6/2011)
Game Speed: Slow (Updated (8/6/2011)
Speed Threshold: 35 (funkdat21) suggestion testing here
It is my opinion slider sets can live or die by this setting alone. So as an update to this set, I will testing further with the threshold at 43 Further testing will continue and changes will be updated accordingly.
Penalties - WIP
Offsides –53
False Start – 53
Holding – 51
Facemask – 53
Offensive PI – 100
Defensive PI - 100
KR/PR Interference – 100
Clipping – 51
Intentional Grounding – 100
Roughing the Passer – 52
Roughing the Kicker – 100
All – American Sliders
User // CPU
QB Accuracy – 5 // 15 (Final)
I think I have settled on 5 as the User QBA setting. I like the difficulty of completing passes at this setting. Pressure makes a difference as to how accurate the user passes are. Touch passing feels great. Good timing is required when passing to the receivers. Users can still zing balls into tight coverage but will pay for bad decision making. 15 feels strong for the CPU. Anything above results in poor CPU QBs being deadly accurate with passes. Anything lower seems to result in some unrealistic, poor passing.
Pass Blocking – 45 // 45 (Updated 8/8/2011)
Offensive line execute blocking assignments well and miss fewer blocks
Suction could be an issue with a significant increase in the pass rush slider required for the CPU and User to generate a pass rush
Very few sacks allowed at these settings
WR Catching – 45 // 45 (Final)
No changes required at this time
RB Ability – 50 // 85 (Final)
Good decision making by the CPU running back, see holes well. (Named rosters may have a significant impact on this aspect of the game)
Run Blocking – 25 // 50 (Updated 8/6/2011) (More Testing Required)
User Run Blocking down to 25. Blocks being held too long at 30 which allowed too many big user runs
CPU run blocking needed more help. 50 seems to allow a much more effective running attack from the CPU (Named rosters may have a significant impact on this aspect of the game)
Pass Coverage – 45 // 45(8/7/2011)
Pass Coverage slider does not seem to make any noticeable difference with adjustments
Pass Rush – 25 // 15 (Updated 8/8/2011)
User and CPU settings updated to compensate for increased pass block (Named Rosters may have an impact on this aspect of the game)
User pass rush toned down by 5 - Too many sacks being allowed by CPU
Interceptions – 35 // 40 (Final)
Tightens pass coverage
Less dropped interception opportunities
Rush Defense – 5 // 50 (Updated 8/7/2011) (More Testing required)
User 5 to compensate for quick run recognition by the user run defense - this may help the CPU run game
CPU raised to assist the CPU in run recognition (Named rosters may have an impact on this aspect of the game)
Tackling – 15 // 15 (Final)
Tackling feels fluid with some missed tackles and increased gang tackles
More realistic number of big hits (Hit Stick effectiveness may be reduced)
Momentum and weight seem to matter more
More and smoother tackling animations
FG Power – 45 // 40 (Final)
FG Accuracy – 30 // 30 (Final)
Punt Power – 50 // 50 (Final)
Punt Accuracy – 30 // 30 (Final)
Kickoff Power – 50 // 50 (Final)
Substitution Out/ In
QB Sub 65/ 70
RB Sub 80/85
WR Sub 80/85
FB/ TE Sub 80/ 85
OL Sub 60/ 70
DT Sub 80/ 85
DE Sub 80/ 85
LB Sub 80/ 85
CB Sub 70/ 85
S Sub 80/ 85
got these from another site and use them pretty close on my dynasty. Seems to be pretty fair.
Ok now to the sliders:
Skill Level: All-American
Quarter Length: 10 min (Updated 8/6/2011)
Game Speed: Slow (Updated (8/6/2011)
Speed Threshold: 35 (funkdat21) suggestion testing here
It is my opinion slider sets can live or die by this setting alone. So as an update to this set, I will testing further with the threshold at 43 Further testing will continue and changes will be updated accordingly.
Penalties - WIP
Offsides –53
False Start – 53
Holding – 51
Facemask – 53
Offensive PI – 100
Defensive PI - 100
KR/PR Interference – 100
Clipping – 51
Intentional Grounding – 100
Roughing the Passer – 52
Roughing the Kicker – 100
All – American Sliders
User // CPU
QB Accuracy – 5 // 15 (Final)
I think I have settled on 5 as the User QBA setting. I like the difficulty of completing passes at this setting. Pressure makes a difference as to how accurate the user passes are. Touch passing feels great. Good timing is required when passing to the receivers. Users can still zing balls into tight coverage but will pay for bad decision making. 15 feels strong for the CPU. Anything above results in poor CPU QBs being deadly accurate with passes. Anything lower seems to result in some unrealistic, poor passing.
Pass Blocking – 45 // 45 (Updated 8/8/2011)
Offensive line execute blocking assignments well and miss fewer blocks
Suction could be an issue with a significant increase in the pass rush slider required for the CPU and User to generate a pass rush
Very few sacks allowed at these settings
WR Catching – 45 // 45 (Final)
No changes required at this time
RB Ability – 50 // 85 (Final)
Good decision making by the CPU running back, see holes well. (Named rosters may have a significant impact on this aspect of the game)
Run Blocking – 25 // 50 (Updated 8/6/2011) (More Testing Required)
User Run Blocking down to 25. Blocks being held too long at 30 which allowed too many big user runs
CPU run blocking needed more help. 50 seems to allow a much more effective running attack from the CPU (Named rosters may have a significant impact on this aspect of the game)
Pass Coverage – 45 // 45(8/7/2011)
Pass Coverage slider does not seem to make any noticeable difference with adjustments
Pass Rush – 25 // 15 (Updated 8/8/2011)
User and CPU settings updated to compensate for increased pass block (Named Rosters may have an impact on this aspect of the game)
User pass rush toned down by 5 - Too many sacks being allowed by CPU
Interceptions – 35 // 40 (Final)
Tightens pass coverage
Less dropped interception opportunities
Rush Defense – 5 // 50 (Updated 8/7/2011) (More Testing required)
User 5 to compensate for quick run recognition by the user run defense - this may help the CPU run game
CPU raised to assist the CPU in run recognition (Named rosters may have an impact on this aspect of the game)
Tackling – 15 // 15 (Final)
Tackling feels fluid with some missed tackles and increased gang tackles
More realistic number of big hits (Hit Stick effectiveness may be reduced)
Momentum and weight seem to matter more
More and smoother tackling animations
FG Power – 45 // 40 (Final)
FG Accuracy – 30 // 30 (Final)
Punt Power – 50 // 50 (Final)
Punt Accuracy – 30 // 30 (Final)
Kickoff Power – 50 // 50 (Final)
Substitution Out/ In
QB Sub 65/ 70
RB Sub 80/85
WR Sub 80/85
FB/ TE Sub 80/ 85
OL Sub 60/ 70
DT Sub 80/ 85
DE Sub 80/ 85
LB Sub 80/ 85
CB Sub 70/ 85
S Sub 80/ 85
got these from another site and use them pretty close on my dynasty. Seems to be pretty fair.
Posted on 8/10/11 at 2:31 pm to Sarge
quote:and you plan on beating me
LaMichael James, out for season, ruptured disc. frick my life.
Posted on 8/10/11 at 2:47 pm to JAE20
One can only hope #1. Gonna be a hell of a showdown if I finish unbeaten.
see the sarcasm there.
see the sarcasm there.
Posted on 8/10/11 at 3:06 pm to Sarge
All around good week for me, blasted Va Tech ala LSU in 2007
And my closest competitor for the Heisman trophy goes down for the season
And my closest competitor for the Heisman trophy goes down for the season
Posted on 8/10/11 at 3:15 pm to Sarge
Don't you hate it when your starter goes down for extended period of time? I feel your pain. 
Posted on 8/10/11 at 3:17 pm to Tigerfan7218
quote:
And my closest competitor for the Heisman trophy goes down for the season
He had a good game going too. 3rd QTR, ruptured disc. FML.
Posted on 8/10/11 at 3:42 pm to Sarge
I had a good game with #4 Florida. 1st half was tight with me going up 24-21 at the end of the half. Second half I shut them down with turnovers and controlling the ball by running. My RB had 36 carries for 255 yds. Kellen threw for 208 2td 2int. Overall good win after a disappointing loss the week before.
Posted on 8/10/11 at 6:11 pm to nino2469
Wrong thread
This post was edited on 8/10/11 at 6:12 pm
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