NCAA Football 14 Sliders From J-Kits

Even after all these years, it’s incredible to see so many people still come back to OS for NCAA Football 14 content. The NCAA Football 14 sliders from J-Kits are among the most scoped out.

Between J-Kits’ sliders and the rosters from vikesfan and crew, it’s the two projects that still get scoped out the most for the base version of the game. Of course, College Football Revamped became the way a lot of people moved on to editing NCAA Football 14 to keep it alive, but the classics still remain the classics for some.

With the reality of EA Sports College Football becoming more real by the day, it might soon be time to wave goodbye to some of the classics, but we hope creators like J-Kits find that same passion once again for the college football franchise when it returns. Of course, that comes down to EA making a quality game, but in the meantime, if you’re hankering for some college football, here are the NCAA Football 14 sliders from J-Kits. In the thread, you can find custom stadium sounds, auto-sub settings, dynasty house rules, and even more tweaks to continue to get enjoyment out of NCAA Football 14.

A majority of the default sliders, do not intersect with the player ratings at a zero point. Meaning, most of the default sliders either boost or diminish a player’s natural set ratings — and don’t depict the true ratings scale. So before adjusting to make a challenging experience, the work was done to find all of the zero points for each slider.

QB Accuracy: 5/5

– Anything set higher than 5 almost guarantees an accurate pass to your receiver. A setting of 5 makes it more dynamic and unpredictable.

– For QBs with an accuracy of 88 and below, you’ll have to get them into a rhythm. Successful completions result in more consistentcy of accurate throws. QBs with higher accuracy ratings will start out more accurate as a result of their rating.

You’re prone to have more off target throws when:

– throwing on the run
– being pressured, or having no time in the pocket
– how hard the ball is thrown
– How covered the receiver is (double coverage)
– If you consistently have not completed a pass

-The goal was to achieve the happy medium of:
– Realistic completion percentages (low 50’s – low 70’s)
– Off target throws & unpredictability
– Making the USER consider more of the risks when slinging the pigskin

***IF 5/5 is too difficult or frustrating for you, just set to 10/10***

Pass Blocking: 30/45

– I spent ample time studying the battle between higher rated DL vs OL, higher rated OL vs DL, and evenly rated OL vs DL. A setting of 30 represented ratings and provides much better pocket time for your QB. Especially for in playaction & triple option passes. Even being able to get a pump fake off at times. Its definitely not overpowering, but you will still need to be mobile while in the pocket.

At 45 for the CPU, I’m seeing around 2-4 sacks per game w/ my defense. Some games only 1 sack, and 5 sacks has been the most so far. I was tired of seeing a ridiculous amount of sacks every game, so this fit perfectly & consistently.

WR Catching: 0/40

At 0 for the USER, you still will make some great catches. This introduces another layer of challenge to the passing game. Your user catching skill will really flourish here. You will make some drops too. Which happens in football… Mainly drops in traffic, & jump balls. In sync with the QB accuracy, Big Plays truly feel like so.

At 40 for the CPU, this is solid. They make great catches on me, and also dropped passes as a team between 2-6 times a game. It also balances out the CPU QB completion %. Anything less resulted in too many wide open drops. Set higher, & you won’t notice many drops from the CPU.

– This slider is well in sync with the OFF & DEF Pass Interference settings at 98 & 99 respectively. The WR’s & DB’s really go after the catch and play on the ball aggressively. Diving catches & interceptions are a beauty!

RB Ability: 30/70

EDITED to 30 for the USER… The goal was to eliminate the “stuck in the mud” RB, and to represent more of their pace. This setting establishes the balance of weight/agility/speed. You should feel the proper burst when the ball carrier gets hand-offs early in the game. There is still a feel of weight attached to 30. If too easy, 25 can still get the job done, but I feel it decreases your RB’s ratings a bit.
– You won’t feel the effects of the “sluggish” RB anymore, as when it was set between 10& 20.
– Yds. Per Carry stats are more SIM represented

At 70 for the CPU
– they still run very smart off of their blocks, are aware of angles & holes, are elusive and are aware of out of bounds.
– they run similarly to what a USER would do. With it set at 70, it represents their ratings well while giving them the proper AI to be a challenge for the USER.

– You’ll have to take smart tackling angles.

Run Blocking: 5/25

– At 5 for the USER… running lanes open & close just like in a real game. O-Linemen don’t stupidly miss many blocks, and they still make great efforts to at least meet the block. High rated OLinemen meet and hold blocks for a realistic lenght of time to create running lanes. Anything higher is too easy for me to run with.

– At 25 for the CPU, it still gives the CPU a solid running game. You’ll have to really know when to run commit, blitz, and play the tackle angles as a defender to get to the running back. My previous setting gave the CPU to much of advantage in the run block. It representd ratings well enough to coinside with a challege to stop the CPU run game.

– In in sync with the Rush Defense & Tackle sliders, Kick Returns & Punt Return lanes are now played much more accurately. It’s tougher to break long returns consistently. You can now find holes through the middle lanes, which is an amazing feeling to play with. It’s exciting & a beauty to play with.

Pass Coverage: 40/30

– At 40 for the USER:
– Your DB’s are not psychic on defending routes, but they make breaks on the ball, play tight on DB’s (depending on the play call & player ratings) and at times still wind up getting beat deep, & on receiver cuts.
– When setting your in-game Pass Coverage on Aggressive, Conservative or Balanced in game, you’ll see a substantial difference on their spacing on the receivers. Making it very tactical against a good passing assault.

– At 30 Pass Coverage for the CPU:
– The CPU plays tight, consistent pass coverage. They make aggressive plays on the ball.

**FYI: With Off & Def Pass Interference set at 98 & 99 respectively, the WR/DB play is more aggressive. The USER/CPU’s WR will really stretch & dive for the catch, while the DB will stretch for the deflection or the pick. This penalty setting along w/ the Coverage setting balances a competitive WR/DB exchange throughout 4 full quarters. Have at it…

Interceptions: 35/35

I dropped it down 5 points b/c I noticed there were too many Int’s racking up for the USER, no matter how good your QB was. At 35/35 established a good balance of dropped picks, as well as paying the price for bad throws. This slider in addition to all the others, should give you a heightened awareness when throwing the ball.

Rush Defense: 25/25

My previous setting at 65/90 made the defenders play a little more relentless, but didnt always make the best of decisions throughout the length of the game. With my new setting of 25/25, i feel the defense plays out the entire play with more patience and takes smarter pursuit angles. Because of this, I’m breaking less longer runs from scrimmage. Which I like.

Tackling: 30/30

– I bumped it up 10 points b/c there were a lot of tackles being broken, and I think didn’t best represent ratings. Nonetheless, I think 30 best represents ratings, while still applying a “loose” feeling field on the field.

At 30 i still like how you have to gang tackle at times.

**FYI(1): The “proximity tackle” or “magnet tackle” is still gone on this setting, which is great.

**FYI(2): I noticed that the more tackles you break, the more prone you/cpu are to fumbling the ball. This setting may have helped to cause more fumbles during my testing.

FG Power: 45/45

At 45/45: there are no more super kickers, unless rated in the 90s. You’ll also have to use the wind, which is a great element in the kicking game.

FG Accuracy: 0/50

At 0 for the USER, You rely totally on skill..nuff said

At 50 for the CPU, still some very natural misses & makes. Solid setting.

Punt Power: 45/45

You get the right amount of bang for your buck. The same principles for FG Power applies to Punting power.

Punt Accuracy: 0/40

Same principles applies from FG Accuracy. For the CPU, they still made some great punts inside our 20/10 yd lines, & some erratic.

Kickoff Power: BROKEN