Great informational video! Subbed and liked. Looking forward to some other positional breakdowns, especially on the defensive side with regard to how the stats are leveraged for something like match coverage (if there is even a reasonable answer to this)
I really hope you're right. I'm going to incorporate all of this the next time I load up in CUT. I don't know if blocking across the board is different in CUT vs Dynasty, but I find the whole blocking thing frustrating. I've never been able to find any consistency here, and it has always felt like the O-line/D-line interaction has been completely random. One play, everyone blocks really well. Then the next play, there are 4 D-linemen in my face before I can even do anything. I even tried putting in the worst O-line possible (just to see what would happen), and believe it or not they actually played the same as when I had my best O-line in. EA needs to explain that one to me. The only thing I know for a fact that does make a difference is the abilities. When I had Play Action Shield on 4 of my 5 O-linemen, they definitely did hold blocks for much longer on play action plays. But, this prevents me from putting abilities on any other players. Thanks for the video and I appreciate the hard work in putting it together.
Why are do OL have RBK and PBK ratings but also have broken down individual ratings like RBF & RBP? Which is the determining factor on how EA determines who wins the reps. Some players have high PBK but their PBP & PBF, are much lower.
Nice video, One thing that would make a good video is there are ratings that are only visible for one week in the off-season (It's either during the training week or encourage transfer week, I forget) called "Throw Accuracy" rating and "Running Style". "Throw Accuracy" is separate from Short, Med, and Deep and is also only visible for that 1 week. Usually, I only see players with ratings of 10-40. "Running Style" is also only visible that one week and everyone I have seen has a "running style" of 1, but I assume there has to be other running styles since it is a hidden stat... Would love to see your thoughts or if anyone else knows what those stats dictate.
I build my line similar to you. As a baseline when recruiting I look for Agile, 300lb+, 84+ STR, 60+ ACC/SPD/AGI. Normally means guys can play most spots, and I’ll just optimise based on their RBF/PBF skills, with a very high AWR guy at C.
@@XxLockdownxX28I’ve noticed it a little, but not much. But normally I’m just recruiting guys who fit that mould, and changing their position as they come in. So after Year One you’re all good.
My linemen develop well. I have 3 Seniors that are 91 overall on my line. And I have a redshirt freshmen or sophomore at left guard that is an 88 overall that should get into the 90’s as a junior. Maybe because I have the motivator archetype as a coach but I don’t have issues developing linemen.
@@swolebodygaming5225 that’s a key point. Depending on your coaching attributes, they can develop really well. I think most players don’t take the time to delve that coaching tree, based on what I’ve seen
@@andrewoberg I’ve seen the videos of similar glitches. Definitely something they need to correct. I’ve noticed consistency outside of those glitches though
In offline dynasty It doesn't matter what archetype or rating your O lineman has. On every play at least one of your OL will lose in pass pro. If they are going up against an 89+ rated DLineman, they will lose 80% of those snaps. That is simply the way this game is coded. Which is extremely sloppy.
@@carltonbanks5470 yeah exactly it doesn't use a real physics engine anymore. So strength and weight stats do actually mean anything like they do in 2k. For example in 2k you can be an average speed but make up for it because your player might have a high vertical and long wingspan. Also if you change the game sliders in College 25 they actually do impact anything.
@@carltonbanks5470 I have not had that experience. The game is coded the same way as Madden, where those ratings come into effect on every play. If you invest in the right ratings, you get the right performance. Pass rush is fast in this game, but it can be handled, as with run blocking. I see a lot of people say that exact same thing, and it’s almost always a misunderstanding of their own players’ ratings
@JacobReid There are undisputable videos showing that the only way to "handle" a pass rush is to get rid of the ball quickly. And not due to talent. Just bad game coding. Especially against a cpu team with a good defensive line. The cpu defensive players will warp through double teams, speed boost through double teams, oddly warp around tackles. If not that, then your o-line full of pass protecting 90 rated players will easily get confused on assignments. I posted a very popular video on reddit of a 4 man rush quickly sacking my QB against max 7 (yes SEVEN) man protection. All because all 3 of my players on the right side blocked nobody. People like you need to stop the shill excuse making for sloppy game coding.
@@carltonbanks5470 I would like to see links to the evidence, because people have been making the same claim within madden for decades and the proof is never consistent. It’s often the same story where they don’t understand their players’ ratings. I can’t deny that there are glitches where players don’t block correctly, but on the whole that’s not how the game operates
@@johnnymo350 I dunno… in my experience, it matters a lot on plays where the guard pulls. I run a lot of base run where they do that and if they’re slow, I’m waiting for them to clear the hole and it can close before I get through. I put my fastest OLs at guard.
Not related to the video but I have been having a ton of issues with the gameplay in this game. I use matt10 heisman sliders and giving up 80-90% completion to the cpu and 3 to 400 yards almost every game. It briefly stopped about a week ago but was getting 6+ sacks a game so that was way out of balance. But now the OP cpu passing is back. Also about 3-4 weeks ago I was averaging 1 or less INTs per game but now I am throwing 2-4 every game. Have you all had issues like this with the game? I see about half the community having these issues on other boards but others not so much. And noticed other content creators using the same sliders the gameplay looks completely different than what I am seeing in my games. It has gotten to the point that I don’t want to play the game anymore. I Appreciate your content. I do find the agile tackles perform better even when the overall is better for a different player.
@@14bface most content creators are playing on all-American. The game is designed to operate on all-American. Personally, I would never recommend anyone play on Heisman, as it breaks the game and eliminates half of the playbook from being viable. It’s difficult to get CPU offenses to be good on All-American, but you will get much more realistic college ball gameplay through sliders not in Heisman. I don’t even play on Heisman because it’s simply not entertaining at all to me. Go to all American and mess with sliders until it’s fun for ya. Don’t bother with Heisman
@@JacobReid I appreciate the recommendation. Mrhurricane says he is on heisman and probably is but when I watch the game play it really looks like AA. For example, WR screens get blown up in my games but then he gets 10+ yards. Also, he can run Play action. I get sacked immediately. And don’t get me started on CPU passing.
@@JacobReid I switched to AA and used Matt10s AA sliders. Much cleaner game without super hero stuff. I lost by 4 so the game wasn’t super easy. I win about 50% of my games in heisman but the games are frustrating and unrealistic. Also what is interesting is the cpu ran the ball better against me than they ever do in heisman. I think heisman level messes up some gameplay for even the cpu. After playing AA now i think the content creators that claim to do heisman are not. Can you share your sliders? Want to test different slider sets.
@14bface I run my games on Heisman with some sliders that I created. I personally have had a lot of success with them. I agree that base Heisman makes you have to play a certain way to win the games. I've been exclusively playing on Heisman because I tried AA and I just can never find a way to make the games realistic. Here are my sliders... Difficulty: Heisman Quarters: 8 Mins Accel Clock: On (25 Sec) Injuries: 35 Fatigue: 60 Player Speed Parity: 40 Penalties Offsides: 65 False Start: 52 Off Holding: 50 Facemask: 50 Illegal Block: 50 Roughing Passer: 50 DPI: 65 Everything else turned on Player Skill QB Acc: 20 Pass Block: 65 WR Catch: 45 Run Block: 50 Ball Security: 49 Reaction Time: 70 INTs: 25 Pass Coverage: 70 Tackling: 60 FG Power: 40 FG Acc: 50 Punt Power: 60 Punt Acc: 45 Kickoff Power: 60 CPU Skill QB Acc: 15 Pass Block: 40 WR Catch: 40 Run Block: 45 Ball Security: 45 Reaction Time: 45 INTs: 15 Pass Coverage: 45 Tackling: 60 FG Power: 35 FG Acc: 40 Punt Power: 60 Punt Acc: 45 Kickoff Power: 60
Oh and if you use the revamped passing style, increase the human pass acc to 35 or 40. Whatever makes the game realistic for you. I throw 65-75% on the 20, but I don't use revamped passing
Great informational video! Subbed and liked. Looking forward to some other positional breakdowns, especially on the defensive side with regard to how the stats are leveraged for something like match coverage (if there is even a reasonable answer to this)
Underated channel cant wait for other positions great vid💯
@@StunneR_vx thanks for saying that!
The same as always height,speed,weight, and everything else is a bonus awareness important to keeps down penalties
I really hope you're right. I'm going to incorporate all of this the next time I load up in CUT. I don't know if blocking across the board is different in CUT vs Dynasty, but I find the whole blocking thing frustrating. I've never been able to find any consistency here, and it has always felt like the O-line/D-line interaction has been completely random. One play, everyone blocks really well. Then the next play, there are 4 D-linemen in my face before I can even do anything. I even tried putting in the worst O-line possible (just to see what would happen), and believe it or not they actually played the same as when I had my best O-line in. EA needs to explain that one to me.
The only thing I know for a fact that does make a difference is the abilities. When I had Play Action Shield on 4 of my 5 O-linemen, they definitely did hold blocks for much longer on play action plays. But, this prevents me from putting abilities on any other players.
Thanks for the video and I appreciate the hard work in putting it together.
Why are do OL have RBK and PBK ratings but also have broken down individual ratings like RBF & RBP? Which is the determining factor on how EA determines who wins the reps. Some players have high PBK but their PBP & PBF, are much lower.
Nice video,
One thing that would make a good video is there are ratings that are only visible for one week in the off-season (It's either during the training week or encourage transfer week, I forget) called "Throw Accuracy" rating and "Running Style".
"Throw Accuracy" is separate from Short, Med, and Deep and is also only visible for that 1 week. Usually, I only see players with ratings of 10-40.
"Running Style" is also only visible that one week and everyone I have seen has a "running style" of 1, but I assume there has to be other running styles since it is a hidden stat...
Would love to see your thoughts or if anyone else knows what those stats dictate.
Wow awesome video subbed please do more of this with other positions
@@IRudy_ thanks for your support!
I build my line similar to you. As a baseline when recruiting I look for Agile, 300lb+, 84+ STR, 60+ ACC/SPD/AGI. Normally means guys can play most spots, and I’ll just optimise based on their RBF/PBF skills, with a very high AWR guy at C.
@@davidcain7211 I believe out of position matters more than anything . They play awful.
@@XxLockdownxX28I’ve noticed it a little, but not much. But normally I’m just recruiting guys who fit that mould, and changing their position as they come in. So after Year One you’re all good.
My linemen develop well. I have 3 Seniors that are 91 overall on my line. And I have a redshirt freshmen or sophomore at left guard that is an 88 overall that should get into the 90’s as a junior. Maybe because I have the motivator archetype as a coach but I don’t have issues developing linemen.
@@swolebodygaming5225 that’s a key point. Depending on your coaching attributes, they can develop really well. I think most players don’t take the time to delve that coaching tree, based on what I’ve seen
Great video. A lot of good info
i have a LT with 99 pb/pbf/pbp & at least twice a game he just stands there & doesn’t block his assignment, usually gets beat anyway
@@andrewoberg I’ve seen the videos of similar glitches. Definitely something they need to correct. I’ve noticed consistency outside of those glitches though
@@JacobReid blocking is definitely far better than madden though, in madden all that matters is weight the attributes are all fake
Does he have low awareness?
Great work. Thank you for sharing.
@@Akenrec thank you for commenting!
@@JacobReid would love to see you somehow integrate this into college ultimate team if you have the time
In offline dynasty It doesn't matter what archetype or rating your O lineman has. On every play at least one of your OL will lose in pass pro. If they are going up against an 89+ rated DLineman, they will lose 80% of those snaps. That is simply the way this game is coded. Which is extremely sloppy.
@@carltonbanks5470 yeah exactly it doesn't use a real physics engine anymore. So strength and weight stats do actually mean anything like they do in 2k. For example in 2k you can be an average speed but make up for it because your player might have a high vertical and long wingspan. Also if you change the game sliders in College 25 they actually do impact anything.
@@carltonbanks5470 I have not had that experience. The game is coded the same way as Madden, where those ratings come into effect on every play. If you invest in the right ratings, you get the right performance. Pass rush is fast in this game, but it can be handled, as with run blocking. I see a lot of people say that exact same thing, and it’s almost always a misunderstanding of their own players’ ratings
@JacobReid There are undisputable videos showing that the only way to "handle" a pass rush is to get rid of the ball quickly. And not due to talent. Just bad game coding. Especially against a cpu team with a good defensive line. The cpu defensive players will warp through double teams, speed boost through double teams, oddly warp around tackles. If not that, then your o-line full of pass protecting 90 rated players will easily get confused on assignments. I posted a very popular video on reddit of a 4 man rush quickly sacking my QB against max 7 (yes SEVEN) man protection. All because all 3 of my players on the right side blocked nobody. People like you need to stop the shill excuse making for sloppy game coding.
@@carltonbanks5470 I would like to see links to the evidence, because people have been making the same claim within madden for decades and the proof is never consistent. It’s often the same story where they don’t understand their players’ ratings. I can’t deny that there are glitches where players don’t block correctly, but on the whole that’s not how the game operates
@@JacobReid I’ve got Will Campbell and he gave up 3 sacks, 1 on 1, in under 1.5 seconds…… vs Southern Miss.
Speed doesn’t matter to me for guards. Just acc, agility, and power. View speed as only relevant for bursts of more than 10 yards.
@@johnnymo350 that’s fair. I’ve had high accel, low speed linemen struggle to get to backers though
@@JacobReid I see what you mean. There probably is a minimum threshold for speed that makes the accel noticeable.
@@johnnymo350 I dunno… in my experience, it matters a lot on plays where the guard pulls. I run a lot of base run where they do that and if they’re slow, I’m waiting for them to clear the hole and it can close before I get through. I put my fastest OLs at guard.
@@jumpman83 bizzare! Thanks for the knowledge. I guess I hope that most of the fastest speed OL also are the highest accel ones.
High acceleration is essentially the players get off the ball.
No way Vandy goes undefeated in the SEC!! 😅🤙🏾
Not related to the video but I have been having a ton of issues with the gameplay in this game. I use matt10 heisman sliders and giving up 80-90% completion to the cpu and 3 to 400 yards almost every game. It briefly stopped about a week ago but was getting 6+ sacks a game so that was way out of balance. But now the OP cpu passing is back. Also about 3-4 weeks ago I was averaging 1 or less INTs per game but now I am throwing 2-4 every game. Have you all had issues like this with the game? I see about half the community having these issues on other boards but others not so much. And noticed other content creators using the same sliders the gameplay looks completely different than what I am seeing in my games. It has gotten to the point that I don’t want to play the game anymore.
I Appreciate your content. I do find the agile tackles perform better even when the overall is better for a different player.
@@14bface most content creators are playing on all-American. The game is designed to operate on all-American. Personally, I would never recommend anyone play on Heisman, as it breaks the game and eliminates half of the playbook from being viable. It’s difficult to get CPU offenses to be good on All-American, but you will get much more realistic college ball gameplay through sliders not in Heisman. I don’t even play on Heisman because it’s simply not entertaining at all to me. Go to all American and mess with sliders until it’s fun for ya. Don’t bother with Heisman
@@JacobReid I appreciate the recommendation. Mrhurricane says he is on heisman and probably is but when I watch the game play it really looks like AA. For example, WR screens get blown up in my games but then he gets 10+ yards. Also, he can run Play action. I get sacked immediately. And don’t get me started on CPU passing.
@@JacobReid I switched to AA and used Matt10s AA sliders. Much cleaner game without super hero stuff. I lost by 4 so the game wasn’t super easy. I win about 50% of my games in heisman but the games are frustrating and unrealistic. Also what is interesting is the cpu ran the ball better against me than they ever do in heisman. I think heisman level messes up some gameplay for even the cpu. After playing AA now i think the content creators that claim to do heisman are not. Can you share your sliders? Want to test different slider sets.
@14bface I run my games on Heisman with some sliders that I created. I personally have had a lot of success with them. I agree that base Heisman makes you have to play a certain way to win the games. I've been exclusively playing on Heisman because I tried AA and I just can never find a way to make the games realistic.
Here are my sliders...
Difficulty: Heisman
Quarters: 8 Mins
Accel Clock: On (25 Sec)
Injuries: 35
Fatigue: 60
Player Speed Parity: 40
Penalties
Offsides: 65
False Start: 52
Off Holding: 50
Facemask: 50
Illegal Block: 50
Roughing Passer: 50
DPI: 65
Everything else turned on
Player Skill
QB Acc: 20
Pass Block: 65
WR Catch: 45
Run Block: 50
Ball Security: 49
Reaction Time: 70
INTs: 25
Pass Coverage: 70
Tackling: 60
FG Power: 40
FG Acc: 50
Punt Power: 60
Punt Acc: 45
Kickoff Power: 60
CPU Skill
QB Acc: 15
Pass Block: 40
WR Catch: 40
Run Block: 45
Ball Security: 45
Reaction Time: 45
INTs: 15
Pass Coverage: 45
Tackling: 60
FG Power: 35
FG Acc: 40
Punt Power: 60
Punt Acc: 45
Kickoff Power: 60
Oh and if you use the revamped passing style, increase the human pass acc to 35 or 40. Whatever makes the game realistic for you. I throw 65-75% on the 20, but I don't use revamped passing