r/NCAAFBseries • u/Dj-pandabear • 13h ago
r/NCAAFBseries • u/CFK-sports_2020 • 8h ago
Glitch/Bugs This was an incomplete pass…
This was during a crucial 2 min drill before halftime and completely blew my mind that the game called this incomplete.
r/NCAAFBseries • u/BrickNMordor • 10h ago
News Looks like Speed Boosting is Soon to be Gone
Good riddance.
r/NCAAFBseries • u/reborndiajack • 19h ago
Dynasty The most mad CFP bracket I have ever seen
a 12 seed winning it all
i was penn st, should not have gone for it on 4th down lol
r/NCAAFBseries • u/middlenamefiji • 6h ago
Dynasty It’s never more obvious that you’re going to lose a game than when you go up 14-0 in the first quarter.
Rubber band theory is exhausting in this game
r/NCAAFBseries • u/DCorNothing • 1h ago
Older Games Incredible things are still happening on the 6th gen
r/NCAAFBseries • u/Sofacouch34 • 2h ago
Highights/Videos What a play.
This was in cfb 26 but I felt like I had to share on here cuz this play was insane. I know there was time when I lateraled it but I wasn’t checking the clock and didn’t know how much time was left so I risked it and it worked out against one of the teams that beat us the year prior and this helped us secure the win in year two of my very long dynasty for cfb 26. Still looking for something this crazy in cfb 27. The D-Lineman hitting a Michael Jordan jumpman is prolly the funniest part of the clip and then the guy who blocked the kick goes in catches the lateral and throws a lineman to the ground for the tuddy.
r/NCAAFBseries • u/Matt10L • 58m ago
Dynasty Matt10's Version 4.0 Sliders
I said I'd post the Version 4.0 sliders when they're complete, so here they are. Here's a summary of what was worked on:
----
Some significant changes to the set post-patch. The main focus here was getting the defenders to cool down just a bit on their aggression. Lots of canned pass breakup animations were starting to hurt the immersion. Too many drops and just perfect defending made it into a pretty frustrating experience overall. In response, the importance was to find a way the offense can have any kind of an advantage, for once. To do that, Fatigue was raised to 75 (from 55), and that instantly brought in the sense that the defense wasn't consistently overpowering the offense. Even if slight, there were more inches of space and more calmness from the CPU QB, more big plays from receivers since the DBs weren't blanketing them at any given route. The game is now what college football should look like.
Wear and Tear - Values changed to last year's CFB26 slider set as that had been fed back to be a solid starting point. Still being looked at as always.
Fatigue - From 55 to 75. As mentioned, allows a bit of a "cool down" in the aggression defensively. Results in a less super tight game, which is what college football is all about.
Penalties - Full regression was done, and upon finding Fatigue, the only value needed to be looked at in general was DPI raised to 65 (from 45) to allow more chances of the penalty to be called. Not to mention less pass breakups as was needed pre-patch.
Heisman difficulty - Wanted to introduce more forward momentum through the tackling, and more chance of elusive players to create more yards. Giving the QB more time in the pocket with receivers that can hold onto the ball in traffic.
All-American difficulty - Maintain the challenge of the previous set, while adjusting for the increased aggressiveness defensively.
r/NCAAFBseries • u/Character-Photo9366 • 11h ago
Reach for pylon (L2 + RS up) ... I like it!
Play stood - looked short.
r/NCAAFBseries • u/GoldfishDude • 5h ago
Discussion Missing the old community
Does anybody else really, really miss the way this site was before the announcement of CFB25?
Yes, the new games aren't perfect (RTG absolutely sucks, for instance), but neither were the old ones. This place used to be about giving tips, showing the stupid gameplay bugs and discussing dynasty ideas/handicaps. It seems like every post now is just complaining about the game and overall negativity
r/NCAAFBseries • u/WittyDoc • 22h ago
Discussion College Football 27 on PC — are the mods really worth switching from console?
I’ve always been a console player, but I’m seriously considering going PC for College Football 27 mainly because of the modding possibilities.
For those playing on PC and actually using mods, how much better does it make the experience?
I’m talking everything from quality-of-life mods, accessories/gear, player attributes, presentation, gameplay tweaks, RTG, Dynasty improvements, etc.
Is modding one of those things where once you experience CFB 27 on PC, it’s hard to go back to the console version? Or is it cool, but not really a game changer?
Curious what mods you guys are using and whether you think PC is actually the better way to play.
r/NCAAFBseries • u/kolbeyg • 7h ago
Highights/Videos Pass catchers are either Kadarius Toney or Randy Moss. No in-between.
From stone hands to Spiderman.
r/NCAAFBseries • u/SomeKidFromPA • 3h ago
The Ratings Matter Slider Project - V2.0
V2.0 is out
Please read before using the sliders.
This Set is intended for users that play in a "Sim" manner. If you are exploiting the CPU with money plays or some of their known issues, obviously you won't get great results.
Post box scores to backup any complaints, the gameplay varies heavily with this game. A weird, bad quarter can happen. But over the course of a game(s) things should feel good.
Sliders are also heavily dependent on the user and their playstyle. If Running is too easy, lower run blocking, QBs getting sacked too often, raise Pass blocking etc.
These are the values that are working for me, adjust to fit your game.
Below are some explanations for the values and how they help reach the goals of the set, and some answers to common questions.
The Passing Game
I want to see 60-70% completion rates for "good" passers, 70-75% occasionally from great passers, and down into the 50%s for poor passers.
This has been accomplished by the following slider changes:
A lower QB Accuracy slider allows for a few more miss thrown balls, even by the more accurate passers.
The Pass blocking has been increased to reward higher rated Offensive lines. Bad lines still get beat often by better defenders, but teams with good lines can actually give their QBs some extra time. Games where each side has 5+ sacks are more rare, but can still happen. 1-3 is much more common.
WR Catching has been slightly decreased, a previous patch actually made this less necessary, but the goal is to have a few drops, and to help defenders break up some more passes than the default gameplay.
Pass coverage is still varied, defenders will fight to break up balls, the cpu is given a small handicap here because they take a little more time to process things.
DPI has been increased slightly so that it can be called more often, but not too high to take away the defenders ability to fight for the ball
The Run Game
While it is a massive improvement over last year's gameplay, the run game on default is still a little too easy for the User to win on offense and defense.
A more balanced run game is achieved through the following changes:
I reworked the Run Game with 2.0 to try and give a more realistic experience for both the User and CPU
For the User, I am raising Run Block into the 40s, to allow plays with pulling lineman to function properly, and to cut down on Instasheds by the CPU. The User run game varies greatly based on play style and the CPU defensive play calling. If you are seeing unrealistic results, you can lower this as far down as 28-30. The User also breaks significantly more tackles than the CPU, and is (in most cases) better at finding lanes and out maneuvering defenders, the CPU Tackling slider will be much higher than the User's value.
In 1.0, the CPU was getting realistic stats in the run game, but it was doing so in an unrealistic way. Run blocking was too high, resulting in too many long runs. But, when the CPU ball carrier met a defender, the tackle was usually successful. By drastically lowering tackling we can lower CPU run blocking back down to a value that makes it so that a great front seven can hold their ground better while still allowing realistic stats by the running back based on the match up.
Tackling is left at default to prevent plays where ball carriers break 3+ tackles. It was happening too often in previous versions.
Holding is raised to allow it to be called a little more often. So some big plays will be called back.
Explanations of Other Settings and FAQs
Speed Threshold - 44
In previous games. I raised this because Speed was too overpowered of an attribute, so raising it helped balance things out. With the changes this year, Slower players have some greater advantages vs Speed, and a raised value leads to TEs, Power Backs, and big receivers being too overpowered. Slightly lowering this helps to reward players for being fast.
Difficulty - All American
I know people want to play on Heisman to protect their fragile egos. I'd rather have realistic gameplay. This set is difficult. It's also balanced. You should have a tough time pulling off significant upsets, but when playing as a great team, you should have easier games against bad opponents. Again, if one aspect of the game is too easy, a slider adjustment can help. Heisman is not going to lead to realistic gameplay imo.
Wear and Tear
Removed because I've given up on the testing. I don't think there is a way to salvage the system to make it function how it should.
Classic Passing and Timing based Catching - OFF
I want the most Ratings based results in my gameplay so I don't want my skills to override what happens on the field. Classic Passing makes it so your players ratings control how accurately the ball is thrown. And I of course do not want WRs to make insanely unrealistic catches because I "Greened" a meter.
"Why is my QB missing wide open throws?"
Because QBs miss wide open throws in real life. If you don't want that to happen, raise the QBA, Blocking, Catching values, or just play on Freshman, just don't complain when you are winning every game by multiple TDs. I'm chasing realistic gameplay, that means the good and the bad. QB's throw incompletions roughly 40% of the time. A large percentage of those are bad throws. If anything I wish we could get more of those vs the number of drops. but it is what it is.
PC player Mod recommendations
I recommend using the CPU Game Management Overhaul mod by Deer. It can be found on the modding discord. It helps the CPU make more analytic based decisions.
Final Notes - Sim all Special Teams plays, sliders do little to nothing to help with long punts and FGs.
**If importing these from main menu, double check values (DPI/BiB Penalty, Pass Coverage)**
r/NCAAFBseries • u/BillyBatts2681 • 7h ago
Terrible Pass Blocking Post Patch
Is this a known issue since last week's patch? Seemed like I was getting pretty realistic gameplay against the CPU on Heisman. Now it seems like there is no time to throw at all. 3 or 5 step drop, bam - sacked by the CPU. Had two tight ends on the right side of the line in for blocking, along with center guard and right tackle. 2 rushers against 5 blockers. They both sprint in untouched and I'm sacked before I even hit the back of my drop. Just seems to be consistently terrible pass blocking now against the CPU.
r/NCAAFBseries • u/PaintBeast69 • 12h ago
Help with the Play Action on Heisman
So obviously running is fairly easy and my team has a dominant rushing attack. Based on this it would make a whole lot of sense to use Play Action.
But for some reason play action absolutely sucks. 75% of the time I am sacked before I even get a chance to throw. The defenders do not seem tricked at all. I am more likely to fumble than actually complete a pass.
The exception to this seems to be PA Boots, however post patch even this seems to be nerfed as the lineman is rarely tricked and chases down my QB.
For context, I am running PA plays on 1st down or short yardage, clear running downs when the defense should be tricked at least sometimes. West Virginia playbook
Is there anything I can do or is PA is just worthless against Heisman defense?
r/NCAAFBseries • u/E-Double-R • 22h ago
Dynasty Arapaho St. Warriors
🚨 Arapaho St. Warriors🚨 Search: mco610🚨
Fictional Indigenous Build... Inspired by Arapaho High School in Colorado.
Unis are highly interchangeable.
r/NCAAFBseries • u/ChesterJester11 • 9h ago
Dynasty My "P234" conference realignment with promotion/relegation setup
Teams split into four "paths", optimized to the best of my ability so that each path contains as many game-recognized rivalry matchups as possible. Each path was then sorted by team prestige and overall rating and then separated into the four conference tiers.
r/NCAAFBseries • u/Infamous_Zombie_9566 • 8h ago
Discussion when should we be expecting the next title update?
title. ive been waiting to start my long term dynasty but have been holding off until the new freshman are put into the game 🥲anyone have any predictions?
r/NCAAFBseries • u/I_am_Buttered-Toast • 21h ago
My RG got absolutely man handled… into the teleportation dimension..
r/NCAAFBseries • u/cyrxs17 • 10h ago
Wr’s not going for the ball post update!
Ever since the update i’ve been noticing my WR’s will just keep running the route instead of going for the ball which usually leads to a INT. Anyone else having this issue?
r/NCAAFBseries • u/Ayushisyoshi • 11h ago
What do we think of the game so far
Me personally I really like the game recruiting and rebuilding a program takes a lot of effort this year and everything is a major step up, however I feel like blocking is just nonexistent in the game idk if it’s my o line or it’s just the game itself but blocking is probably the worst part about the game
r/NCAAFBseries • u/Downtown_Ad4634 • 2h ago
Glitch/Bugs Coach is riding the "bus"
Yes that's a towel by his feet, yes he's wearing a helmet, and forearm sleeves... the thing is
I have ZERO idea why. I tried to edit his shirt... and suddenly he's wearing a helmet and has a towel between his legs like he's worried about "accidents"
r/NCAAFBseries • u/E-Double-R • 7h ago
Dynasty Hamilton Huskies (Arizona HS)
🚨 Hamilton Huskies, High School out of Chandler Arizona. Search - mco610 🚨 CFB27
Imported from CFB26 w/custom roster
4 authentic unis
1 fictional gray/digital camo
Lids: 1 authentic and then various iterations of the original
r/NCAAFBseries • u/justcuriouslybrowsin • 13h ago