In the recent EA Sports College Football 25 patch, we did get some gameplay changes, and this has led some to tweak their sliders a bit. Matt10, well known for sliders in multiple games, is one of those people who made some slight tweaks to his sliders.
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Matt10 and co’s EA Sports College Football 25 Heisman sliders moved to Version 3 post-patch, and so that’s what we’ll display below.
Key Value: Player Speed Parity Scale = 45.
This is what holds the set together. Some say lowering this value makes the game more wide open, but it really just releases the players from each other a little bit sooner. This means less running into each other, less getting stuck in instant two-man animations, and more room to basically breathe and perform.
Values Explained: Adjustment to speed parity/threshold to 45 from 48 helps reduce the effect of defensive players from running into each other as much.
Game is playing well after the title update. Defensive pursuit seems improved, and that’s allowed for some changes back to default like RTP and TAK for the Heisman set. Most notable change is dropping the speed parity/threshold to 45 as it should help reduce defenders running into each other. Raising holding should help reduce the sticky feel on some blocks for both user and CPU. Other than that, the Heisman set just needed adjusting in the QB Accuracy department so we can see a bit more human-like behavior from the CPU QB, and bring in a bit more feel to both the User and CPU QB. Overall, a good solid update, subtle tweaks needed.
These sliders are mainly focused on embracing what default Heisman brings to the table, and just give attention to spots where it needs some human-like behavior in gameplay.
With the exception of the Interception value, the others values are modified within 5 clicks from default.
I don’t think this game needs any reinventing of the wheel, no intervening with complicated theories. Just a nudge here, a nudge there. No penalties to control gameplay, etc.
That’s not to say the theories aren’t valid, adjusting penalties aren’t valid, playing around with values to create different animations, etc. That’s not it at all.
The reality is when we modify sliders, we always…always have that voice in the background asking “was that the sliders fault?” – and I just can’t approach this game that way. It is one of the best football games out of the box – and it must be protected.
Threshold should just solve problems if they are there in the first place. Some people use it as a catch-all and fall down a rabbit hole of having to compensate for it with multiple other gameplay values. Raise threshold, now coverage is too tight, now you don’t have explosive play. Or lower it too far and the separate is too much and now the coverage isn’t tight enough, etc.
I lowered threshold to 48 because that is a small amount that is noticeable enough to make every thing on the field a separate entity. Players separate not just by speed, but by not getting caught in the other’s force-field of influence. Then the ball itself is separate as well, which means it can be free to move how it does and the players interrupt its path, not the other way around.
The issue with modifying too many sliders is that there is a lot of labbing required to determine which slider value = animation, and in NCAA/CFB/Madden that’s not always how it works. Gameplay slider values are one variable, but so are penalty values. But penalty values are layered more depending on which animation you want to see more or less of.
That’s why these sliders are very close to default because I don’t want to have to compensate and go down rabbit holes. The base game is already so very good, and just some slight tweaks were needed. If there were more ability values like QBA and RBA, it would make customizing the game a whole lot easier, because instead we have values like INT or TAK or PCV that can affect multiple starting and ending animations.
Feel free to try them out.