Just discovered the Game this week. It is amazing. By far the best American Football sim imo. While I am not an expert in college football, I really like the challenge. Will surely put thousands of horus into this Game.
A quick, important tip. Don't ignore the 2 Stars. if you can find some with high potential, they have a decent chance to develop into better players, then 3 Stars or even 4 Stars with mediocre potential. With enough scouting you sometimes can find a Gem, which is suspected to be really undervalued and not targeted by any other school. Of course their are hit and misses too, but especially in the first years, if even one of them develops into a good player, it is a win. Sometimes their scouted ratings and potential make a huge jump upwards, when you increase their scout potential. Started a very similar save with American Smoa yesterday as my first Game, just not as hard as this one and managed to find a really promising 2 Star A+ prospect with already 67 ratings according to my scouts. Let's see how he develops over the years.
I look at potential MUCH more than ratings. I also redshirt EVERY PLAYER, no matter how much I need them on my current team. That's how you win championships.
@@dennissvitak5475 Yeah, the redshirting I do too. Star rating feels way less impactful compared to potential and overall rating. I a haven't played enough to say how important the potential is. Sometimes that stat gains feel rather random, when the highest pre season gains are your D and C potential guys, but they could also be other factors I am not aware of yet.
@ - I carefully documented, over about 20 seasons, what potential does. "F" gives you 1-3 points, or none. "C" is 1 to 6 point games, "A" can be as much as 12 points. Over four years, an "F" player MAY gain ten points total, (1-3-3-2-), while an "A" player might get (3-9-5-8) for 25 points. I have seen a player get 30! points, be and be named Heisman winner.
Definitely nice "spreadshit sim". But man you will need a century to build all facilities on legend difficulty, pray for that gold booster health :D Dont sleep on low rank high potential 2 star recruits that other programms completly ignored (1star are almost never worth and you wont be able to keep up with competition for 3stars). And i advice you to ignore "recomended" number of recruit positions and try to build consistent recruit classes so you wont get situations where you only have 1 senior QB xD.
I almost did a First Look video when it entered Early Access two years ago, but it was so bare bones then. It's come a long ways in just two years. There's a couple developers that I've done on the channel that've progressed less in ten years and ten editions of their games than the progress of this game in two. I was shocked.
I tested every single running and passing play, vs. a standard defense. All of them. I did it again the next year, and the year after, to account for personnel changes. Fundamentally, there are some plays that are ALWAYS good, and some plays that are ALWAYS bad. Just gotta find them.
Honestly, nothing beats FM in this genre. Huge head start, massive dev team, and as much as the passionate fanbase cries about limited changes (and delays this year) it's got insane depth and quality. OOTP is the obvious contender with a large dev team, but for all of its qualities I always get bored with trying to do a rebuild on there because so much of it comes down to grinding minor league trades to build higher trade capital and it can take two hours to find one trade. Right now though, this one has really piqued my interest. It's fantastic so far. I have limited hours at this point, but I'm really liking it and can't wait to play/record more.
"Balance" (in regards to team archetype) doesn't make you weak everywhere... if you get a +2 in everything for balance, you will be better than the teams that only have +1 (or no bonus) in that category. You will not have dominance in any one area, is what you mean to say, but the flip side is that there will always be schools that are worse than you, too... in that school skill category. If your goal is to handicap yourself the most going into this, you're best (meaning worst in this context) school archetype is probably "party school" because the most powerful booster to a school is the training and party school only has 1 training facility upgrade... many school archetypes only have 1 as their training facility upgrade, so then you would look at academics (as second most powerful because of it's affect on recruiting)... party school has zero upgrades to academic recruiting... long story short: if you want the most handicapped play, I'd pick party school. Balance is going to give you 4 upgrades in training and academics... party school gives you 1.
Those +2's are on top of 1's so even if another school does have a 1+1, we both have an F. It's about the total more than anything. We have an F everywhere while a party school can push campus life and effectively recruit athletes with that preference. All we've got is play time and that happens on any weak roster. If I had known that fan passion would change over time before starting I definitely would have knocked it down to an F as well. At the end of the day they all add 10 points and even when turning archetype off your program is given those 10 points regardless, so we're roughly as bad as can be either way you look at it.
@@DecathlonGamer When you've played it more, you'll understand what I'm saying... not all improvements are created equal... training improvements are superior to all other improvements... having a team with +3 training facilities and +3 partying is going to be more beneficial and create winning match-ups sooner than having a +1 in training and a +5 in partying.
This game is amazing, glad you are playing it! Perfect person to watch play these style of games.
Bought before the 1st minute of your video was over this is what tennis manager could be
I have a LOT of hours in this game. I even wrote a guide to recruiting. It will be interesting to see your take on this.
I've already altered strategy twice since the beginning, between tips and trial and error, there were better ways to go.
@@DecathlonGamer - Fundamentally, you need a Plan. The Plan can be changed or modified.
I've been on the fence about buying this. Appreciate the deep dive, DG!
I looked at this game on Steam. Might pick it up now I’ve seen it live. Thanks DG. Please show us more!
Just discovered the Game this week. It is amazing. By far the best American Football sim imo. While I am not an expert in college football, I really like the challenge. Will surely put thousands of horus into this Game.
A quick, important tip. Don't ignore the 2 Stars. if you can find some with high potential, they have a decent chance to develop into better players, then 3 Stars or even 4 Stars with mediocre potential. With enough scouting you sometimes can find a Gem, which is suspected to be really undervalued and not targeted by any other school. Of course their are hit and misses too, but especially in the first years, if even one of them develops into a good player, it is a win. Sometimes their scouted ratings and potential make a huge jump upwards, when you increase their scout potential.
Started a very similar save with American Smoa yesterday as my first Game, just not as hard as this one and managed to find a really promising 2 Star A+ prospect with already 67 ratings according to my scouts. Let's see how he develops over the years.
I look at potential MUCH more than ratings. I also redshirt EVERY PLAYER, no matter how much I need them on my current team. That's how you win championships.
@@dennissvitak5475 Yeah, the redshirting I do too. Star rating feels way less impactful compared to potential and overall rating. I a haven't played enough to say how important the potential is. Sometimes that stat gains feel rather random, when the highest pre season gains are your D and C potential guys, but they could also be other factors I am not aware of yet.
@ - I carefully documented, over about 20 seasons, what potential does. "F" gives you 1-3 points, or none. "C" is 1 to 6 point games, "A" can be as much as 12 points. Over four years, an "F" player MAY gain ten points total, (1-3-3-2-), while an "A" player might get (3-9-5-8) for 25 points. I have seen a player get 30! points, be and be named Heisman winner.
Definitely nice "spreadshit sim". But man you will need a century to build all facilities on legend difficulty, pray for that gold booster health :D Dont sleep on low rank high potential 2 star recruits that other programms completly ignored (1star are almost never worth and you wont be able to keep up with competition for 3stars). And i advice you to ignore "recomended" number of recruit positions and try to build consistent recruit classes so you wont get situations where you only have 1 senior QB xD.
good one!
looks interesting game never heard about it before
I almost did a First Look video when it entered Early Access two years ago, but it was so bare bones then. It's come a long ways in just two years. There's a couple developers that I've done on the channel that've progressed less in ten years and ten editions of their games than the progress of this game in two. I was shocked.
I tested every single running and passing play, vs. a standard defense. All of them. I did it again the next year, and the year after, to account for personnel changes. Fundamentally, there are some plays that are ALWAYS good, and some plays that are ALWAYS bad. Just gotta find them.
You’re a glutton for punishment 😂
This is going to be ridiculously grindy even for you
I may have to fly through a handful of seasons in a dozen episodes or so before we even get competitive. Should be fun.
Is this as good as FM24 is for soccer?
I have been looking for game like this for years
Honestly, nothing beats FM in this genre. Huge head start, massive dev team, and as much as the passionate fanbase cries about limited changes (and delays this year) it's got insane depth and quality. OOTP is the obvious contender with a large dev team, but for all of its qualities I always get bored with trying to do a rebuild on there because so much of it comes down to grinding minor league trades to build higher trade capital and it can take two hours to find one trade.
Right now though, this one has really piqued my interest. It's fantastic so far. I have limited hours at this point, but I'm really liking it and can't wait to play/record more.
Was there a reason you did not use a real life Mod?
Didn't recognize it for what it was till after I started, it's named awkwardly. If I can add it late I will.
"Balance" (in regards to team archetype) doesn't make you weak everywhere... if you get a +2 in everything for balance, you will be better than the teams that only have +1 (or no bonus) in that category. You will not have dominance in any one area, is what you mean to say, but the flip side is that there will always be schools that are worse than you, too... in that school skill category. If your goal is to handicap yourself the most going into this, you're best (meaning worst in this context) school archetype is probably "party school" because the most powerful booster to a school is the training and party school only has 1 training facility upgrade... many school archetypes only have 1 as their training facility upgrade, so then you would look at academics (as second most powerful because of it's affect on recruiting)... party school has zero upgrades to academic recruiting... long story short: if you want the most handicapped play, I'd pick party school. Balance is going to give you 4 upgrades in training and academics... party school gives you 1.
Those +2's are on top of 1's so even if another school does have a 1+1, we both have an F. It's about the total more than anything. We have an F everywhere while a party school can push campus life and effectively recruit athletes with that preference. All we've got is play time and that happens on any weak roster. If I had known that fan passion would change over time before starting I definitely would have knocked it down to an F as well.
At the end of the day they all add 10 points and even when turning archetype off your program is given those 10 points regardless, so we're roughly as bad as can be either way you look at it.
@@DecathlonGamer When you've played it more, you'll understand what I'm saying... not all improvements are created equal... training improvements are superior to all other improvements... having a team with +3 training facilities and +3 partying is going to be more beneficial and create winning match-ups sooner than having a +1 in training and a +5 in partying.
Would you be okay if I made a reddit post to help bring it more traction?
Sure. Thanks.
Btw playcalling actually is out of 13 not just 10
On legendary difficulty it's capped at 10.
@DecathlonGamer youre so right I didn't realize lol. Sorry about that