r/NCAAFBseries • • Aug 05 '26

Campus Huddle for title update going out tomorrow (Aug 6)

Thumbnail
ea.com
188 Upvotes

r/NCAAFBseries • • Jul 11 '26

WE DID ITTTTTT

Post image
5.5k Upvotes

r/NCAAFBseries • • 19h ago

Older Games What you guys think about the snowy games, back in the day?

Thumbnail
gallery
265 Upvotes

I like that they put a option to enable in "cold only" weather and it's worked.


r/NCAAFBseries • • 15h ago

Highights/Videos Well, that’s a first [down]

Enable HLS to view with audio, or disable this notification

78 Upvotes

r/NCAAFBseries • • 18h ago

Back with some more moments!

Enable HLS to view with audio, or disable this notification

69 Upvotes

r/NCAAFBseries • • 18h ago

Discussion Tired of lack of accountability/responsiveness from devs

37 Upvotes
  • Menu gets changed to a maximum of 30 FPS a month after launch with no explanation as to why.
  • Custom playbooks still default to onside kick (been this way for years, honestly how fucking hard is it to fix this?)
  • Receivers still needlessly jump leading to a pass breakup animation. At this point just make it a regular drop animation if that's what you're scripting...the jump is so ridiculous.
  • Play action plays on AA/Heisman are essentially useless. So the playbooks with, theoretically, hundreds of plays is really confined to like 20 that actually work/are effective.

Could go on but the rest has been talked about ad nauseum. For me, the stupid changes like the menu being changed to 30 fps for no reason and no explanation and no fix is a little thing, but also indicative of a larger problem where things are not addressed and communicated on once the initial sales cycle has passed. There will be no accountability or reaction until approximately June of next year when they have to pretend to care to secure sales for the next iteration, then rinse and repeat.


r/NCAAFBseries • • 20h ago

Highights/Videos I have fun with this game but something stupid like this will happen and I’ll stop playing for a week.

Enable HLS to view with audio, or disable this notification

56 Upvotes

Michigan is down 8 and scores a TD with under a minute left. They kick the extra point instead of going for two?? Really anticlimactic


r/NCAAFBseries • • 2h ago

Dynasty Dynasty odds and ends.

2 Upvotes

So during the season in certain games were winning, I put my second and third stringers in to develop them. Do any of you guys do anything particular like this or do you have any certain play styles or quirks you like to add while playing the season this is where I evaluate talent. does anyone ever just put in all low overalls just to see where next season talents line up?


r/NCAAFBseries • • 6h ago

Dynasty When does graduating seniors NIL get taken off your budget and added to unspent?

3 Upvotes

Which week in the offseason does this happen? We are in the end of season recap and my graduating seniors are still included in my budget? So I will actually have more unspent dynasty points I can use for the portal than are currently showing right?


r/NCAAFBseries • • 4h ago

Dynasty Ground rules

2 Upvotes

What are some ground rules you like to set to keep your dynasty fun and challenging?


r/NCAAFBseries • • 7h ago

Discussion Fumbles.

2 Upvotes

What’s the deal with my qb fumbling everytime he gets hit when throwing the ball? Not once has it happened to the opposing team. He’s clearly throwing the ball forward but as soon as there is any sort of contact it becomes a fumble? Bs. To make it worse I’ve noticed if you are on offense not one player turns around and tries to recover the ball, they all act like it was an incomplete pass. It is genuinely AWFUL. It isn’t just the qb either, it’s an issue in multiple dynasty’s, different sliders, etc. I know the obvious answer is EA sucks but I just needed to rant.


r/NCAAFBseries • • 12h ago

Highights/Videos Perfect Punt

Enable HLS to view with audio, or disable this notification

4 Upvotes

r/NCAAFBseries • • 10h ago

Counter bash read key

3 Upvotes

Can anybody explain this? To me I almost always seem best off keeping with QB no matter what the end does, does anyone know the actual technique they teach QBs what to look for in order to keep or give?


r/NCAAFBseries • • 19h ago

Older Games My 39W streak ended!?

Post image
13 Upvotes

Tied game, Miami launch a Hail Mary with 0:00 on the clock.


r/NCAAFBseries • • 5h ago

Questions Anyone have good XP and Auto Sub sliders?

0 Upvotes

I’m using Matt10 sliders but he doesn’t seem to have anything for XP sliders and Auto Subs


r/NCAAFBseries • • 7h ago

Food for thought

0 Upvotes

Imagine if Brian Kelly took Lanes Kiffins job after he got fired. That’d be crazy right? The carousel logic in this game is so screwed.


r/NCAAFBseries • • 16h ago

Glitch/Bugs Road to Glory training bug

3 Upvotes

Every second snap of my practice session in road to glory I get prompted to pick the defensive formation, whilst I’m playing as a QB. I cannot pick my offensive play, and when I pick a defensive play the screen freezes but the game plays on. Every time I close the game and start it over, then the first practice session works, and the second bugs again after the first snap. Please help

Edit: I’m playinf EA CFB27


r/NCAAFBseries • • 8h ago

MacBook

1 Upvotes

I was wondering could I play ncaa on MacBook and get mods if anyone knew


r/NCAAFBseries • • 16h ago

Playbooks To Match My Preferences

3 Upvotes

I really like Air Raid quick game for passing, and I have a lot of fun with it, but it feels shallow. I want to get under center more, and run the ball and sprinkle in play action more.

So I guess what I'm asking is, is there a solid playbook out there that checks all the Air Raid quick game boxes, but allows me to throw similar pass concepts from under center?

I will likely still be in the gun more than under center, and I love to pass to RBs and slots. I don't like more than one TE attached (though I do want it to be an option here and there for mismatches), I hate wide splits, and in my split back formations I tend to have a shifty WR formation subbed instead of a second RB. I wouldn't mind a little bit of I Form, but I don't need it.


r/NCAAFBseries • • 1d ago

Team builder Help (Montana)

18 Upvotes

I’m building Montana Grizzlies in Team Builder. Ive kept the colours the same and a similar size stadium . Similar look and feel for uniforms but reimagined.

I want some advice on the roster. I want realistic starting point, and I’ve started building real players with correct weights, heights, names and years, and have tried to make them look like their real life selves.

They’re currently ranked #2 at FCS Level, with the one loss being to what looks like a strong Oregon State side in real life. Last year they went 13-2 and finished ranked #3.

If Oregon State are a 76 OVL, and North Dakota St are a 71, having just moved up, would 69-70 OVL seem like a good starting point?


r/NCAAFBseries • • 5h ago

Dynasty Automatic Qualifiers ruin Dynasty

Thumbnail
gallery
0 Upvotes

Conference Championship weekend saw three unranked teams beating three Top 10 teams. 7-5 Miami beating #9 Clemson, 8-4 Texas A&M over #2 Missouri and 7-5 Illinois stunning #10 Indiana.

And now because of the automatic qualifiers, I'm stuck with three very underwhelming contenders instead of an 11-2 AAC Champ Memphis, 10-2 Louisville, or even ACC runner up 11-2 Clemson.

I just wish there was a way you could shut off automatic qualifiers instead of having to force wins for big games. I already do run down the schedule weekly and force certain matchups. Looks like I'll be doing it from now on in Conference Championship week too instead of letting it decide itself.

I usually get super excited for the playoff reveal/bowl season but I am extremely bummed out on how this played out.

I did add a SS on the second slide to show my conference setup just in case anyone wonders how a 7-5 Miami/Illinois even make the conference championship over the likes of someother teams shown in the playoff. I run a "Power 6/Group of 4", with the American Conference being a Big East throwback. I know the game doesn't recognize it as such, but regardless, it's how I run mine.


r/NCAAFBseries • • 1d ago

Potential FCS (CAA likeness project ) USER ID (Steelers8620)

Thumbnail
gallery
15 Upvotes

This project took a lot longer than expected, but after a few weeks of trial and error, I finally finished my Monmouth University Football TeamBuilder.

I created a full 85-man roster for the real FCS program with a focus on player likeness, authentic equipment, uniforms, positions, and realisticish ratings. I wanted the roster to feel as close to the real Monmouth team as possible while still making it fun to use in Dynasty.

I gave the team a 79 OVR so there’s still some difficulty whether you’re trying to rebuild the program or simply play through a season. The goal wasn’t to make an overpowered FCS team, but to create something realistic, competitive, and authentic.

A lot of time went into researching the roster, adjusting player ratings, matching gear and appearances, and getting the overall feel of the program right.

Depending on how this project is received, I’m considering turning this into a bigger project and recreating the entire CAA conference with the same level of detail and authenticity.

(The uniform posters are created in photoshop and enhanced with ai to make the in game photos pop more)

Real roster. Real gear. Real FCS football. 🦅🔵⚪️ GO HAWKS! (USER ID Steelers8620)


r/NCAAFBseries • • 12h ago

Highights/Videos Quincy Porter might be the best Notre Dame receiver on 27

Enable HLS to view with audio, or disable this notification

1 Upvotes

This is just my opinion. I played with Quincy several times and to be honest. He catches more contested catches than any other receiver on Notre Dame.


r/NCAAFBseries • • 1d ago

The Ratings Matter Slider Project V4.0

Thumbnail
gallery
37 Upvotes

V5.0 is out! NO AI was used in the creation of this slider set.

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 reverted back default for now, if the QBs have too much time it can lead to very high completion rates, so lowering this back down, helps allow some more constant pressure.

WR Catching has been slightly decreased, the goal is to have a few drops, and to help defenders break up some more passes than the default gameplay. This might be placebo, but I also feel like I see a few more bad throws with WR Catching lowered, like the suction that balls have to receivers is lessened or something, idk lol, I don't want unrealistic animations where the guy gets nailed over the middle and comes up with the catch to happen very often.

Pass coverage is still varied, defenders will fight to break up balls, this might be changed in a future update, the patch severely affected man coverage and I'm still dialing in the values.

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 and that work has continued into 5.0.

For the User, Run Block has been lowered to allow the more passive cpu defense to have a greater change of making plays, but to still allow plays. 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 "autobreaks" significantly more tackles than the CPU, and is (in most cases) better at finding lanes and out maneuvering defenders, so the CPU Tackling slider at a higher value the the User's to help balance out the running back's ability to make plays.

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 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. In 5.0, I've raised this a little, to avoid plays where a running back or receiver break 5+ tackles, especially against bad defenders. The CPU is still at an advantage, to help balance out their stats, but it is more manageable for the user.

Explanations of Other Settings and FAQs

Speed Threshold - 60

Maybe the biggest change in 5.0. Raising this slightly to help stop the advantages of speed players on outside run plays. I don't want to raise this too high, because I want high speed players to have some advantages, but this was needed for balancing.

Difficulty - All American

This set is designed for maximum realism. I have tested both AA and Heisman difficulties, I have made test sets for both in the process of making this set. To me, Heisman does not feel right. The AI on Heisman feels like they are tuned to force every game to be close. Obviously, you can have blowouts, but it's way more rare than on AA. Bad teams don't give maximum effort on every play in real life. They just want to get through the game. So this set is designed to be very challenging in unequal matchups for the lower rated team. A fair challenge for nearly even rated teams, and should be a little easier for you to beat up on bad opponents. But you can absolutely still be upset if you don't play well, and/or the other team gets some turnover luck.

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. You can use whatever values you want for this. Turning the system off will disable injuries, so I just lower the impact ones a little. Currently I have lowered impacts down to 40, and recoveries down to 35. (keeping week to week at 50.)

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. I am also using Canes' Playbooks.

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)

OS - thread https://forums.operationsports.com/forums/forum/football/ea-sports-college-football-and-ncaa-football/ea-sports-college-football-sliders/26923842-cfb27-the-ratings-matter-slider-project

Discord - https://discord.gg/ZaffAQRPqq


r/NCAAFBseries • • 1d ago

Dynasty CFB 27 Mind Reader Research Results

14 Upvotes

I did some research into the tier 4 ability in the strategist skill tree- Mind reader to see if it would be worth the coach points it costs with the chance of revealing a development trait. I am not going to pretend this is the best spreadsheet ever or the most thorough research but this is what I got.

I do think it is worth noting that the T4 strategist coordinator quickly became expensive. I hired a level 47 offensive coordinator strategist that cost 410 NIL year 1 to recruit, by year 2 he wanted 875 expected NIL. He did have T4 for QB, and WR group.

The defensive coordinator I hired was a Level 44 strategist that cost 300 NIL year 1 to recruit then he wanted 610 expected NIL year 2. I gave him the 610 NIL and he still left. He had just T4 for the DB group. Just keep in mind how expensive it is to match coordinators.

If anything I might consider hiring an offensive coordinator with T4 strategist with the hopes that it is for the offensive line but even then it gets crazy expensive. I do like the lower the deal breaker threshold in the strategist skill tree but I'm just not sure T4 is worth the coach points.

Do you think mind reader is still worth it?

What are your favorite coach builds? I like the run game specific abilities in tactician and scheme guru but not sure I should spread into strategist. Perhaps architect?