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Operation Sports
Operation Sports
Christian Smith

College Football 26: Realistic and Authentic Sliders From Canes21

We’re starting off the week right, with more of what you have all been asking for: More College Football 26 sliders!

First, we tackled Matt10’s All-American and Heisman sliders (though the All-American ones are still being hashed out), and we also covered the All-American offerings from Playmakers. This week, we’ll be looking at the suggestions from another Operation Sports veteran, Canes21.

Right up front, Cane’s sliders are not necessarily designed to make the game more difficult, though that is a byproduct of his settings. Instead, these sliders are done for the sake of realism and authenticity. As he states in the original post, Cane is the analytical type and is an accountant in the real world. And because of his passion for sports games and college football, he uses his free time to analyze patterns in College Football 26 and develop slider settings that are as true to the real thing as they can possibly get.

Also, keep in mind that according to Canes, these sliders are still a work in progress and are being fine-tuned over time. That said, here are Canes21’s Realistic and Authentic sliders for College Football 26.

College Football 26: Realistic and Authentic Sliders From Canes21

General Settings

Here are some of the more general and simple settings that you should use should you want the sliders to work as intended. This mostly pertains to the game and play clocks, as well as the difficulty, as most values are left at their default levels. The only things that are really modified are Injuries and Fatigue.

  • Skill Level: Heisman
  • Quarter Length: 12
  • Accelerated Clock: 20
  • Wear and Tear: On
  • Normal Tackle Impact: 50
  • Catch Tackle Impact: 50
  • Hit Stick Impact: 50
  • Cut Stick Impact: 50
  • Defender Tackle Advantage Impact: 50
  • Sack Impact: 50
  • Block Impact: 50
  • Impact Block Impact: 50
  • Per-Play Recovery: 50
  • Per-Timeout Recovery: 50
  • Between-Quarter Recovery: 50
  • Halftime Recovery: 50
  • In-Game Healing Reserve Pool: 50
  • Injuries: 32
  • Fatigue: 92
  • Player Speed Parity Scale: 57
  • Precipitation Catch Chance Scale: 50
  • Precipitation Catch Accuracy Scale: 50
  • Precipitation Pass Accuracy Scale: 50
  • Precipitation Pass Strength Scale: 50
  • Precipitation Broken Tackle Scale: 50
  • Precipitation Kicking Accuracy Scale: 50
  • Precipitation Kicking Strength Scale: 50
  • Precipitation Movement Penalty Scale: 50

Penalty Setttings

Like the general gameplay settings, most of the following values are currently listed as being at their default values. That said, there are some important changes that have been made. Most notably, illegal contact is toggled off.

  • Offside: 80
  • False Start: 80
  • Offensive Holding: 65
  • Facemask: 65
  • Illegal Block in the Back: 50
  • Roughing the Passer: 50
  • Defensive Pass Interference: 65
  • Ineligible Receiver Downfield: On
  • Offensive Pass Interference: On
  • Kick Catch Interference: On
  • Intentional Grounding: On
  • Roughing the Kicker: On
  • Running into the Kicker: On
  • Illegal Contact: Off

Skill Sliders

OK, not for the fun stuff: The actual sliders! Unlike some other slider settings we’ve covered over the last several days, Cane has different values set for the player and the CPU. So, we’ve separated them into two individual sections below.

Player Skill Sliders

  • QB Accuracy: 28
  • Pass Blocking: 56
  • WR Catching: 48
  • Run Blocking: 36
  • Fumbles: 11
  • Reaction Time: 45
  • Interceptions: 18
  • Pass Coverage: 28
  • Tackling: 36
  • FG Power: 42
  • FG Accuracy: 50
  • Punt Power: 50
  • Punt Accuracy: 50
  • Kickoff Power: 50

CPU Skill Sliders

  • QB Accuracy: 18
  • Pass Blocking: 87
  • WR Catching: 44
  • Run Blocking: 87
  • Fumbles: 11
  • Reaction Time: 54
  • Interceptions: 18
  • Pass Coverage: 42
  • Tackling: 36
  • FG Power: 42
  • FG Accuracy: 50
  • Punt Power: 50
  • Punt Accuracy: 50
  • Kickoff Power: 50

Optional Changes

As is always the case with these things, not everyone’s experience will be the same. And considering how early we are into the CFB 26 cycle, there will undoubtedly be some changes that are made to these sliders due to player feedback. In fact, Cane himself has noticed some improvements that need to be made.

For one, the computer’s running game has been largely weak in early tests. The CPU is also getting very low yardage in the air. So, bumping up some sliders to make the CPU ground and air games a bit more formidable might be needed.

After four games, Cane shared a huge amount of data. Some observations pointed to pass blocking, CPU run blocking, and infrequent fumbles as areas that need to be addressed. But, overall, it seems these settings are a good baseline for further tinkering.

We’re also awaiting some word on Wear and Tear options, so stay tuned for that as well.

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