NEWS FLASH - EAKHL begins work on new custom KHL Rosters and NHL custom league! - NHL Legacy Slider Settings


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These are (to what we figure) are the best, most realistic settings possible for this league and NHL Legacy in general. Final settings are in (red brackets). Click the printer icon to display a printable version. This is a final sliders update for 2015/16 season as of Feb 26th, 2016. These settings are how we play on our channel.

How To: some people emailed me about setting sliders and they didn't understand how to do it. If you set up the league and then go into customize on the menu, you will find a "settings" menu option (click that). Then go into the "game play" option. In there you will find a huge amount of setting you can change by moving bar settings (aka sliders) up or down. Move them according to this list. Then save them by using the "square" buttom on your controller. Once the season is started, you only have to do this once and it's set for life.

Understanding Our Sliders: For example, if you see a setting like this (2 human / 3 CPU) that requires you to move the slider up two ticks from the bottom for Human and 3 ticks for the CPU. Always move each slider to 0, before going up. A setting of (0 human / 0 CPU) would require both options to be "off"/ the lowest setting.

Skill level : We start our league settings on SuperStar. This setting will say "custom" as soon as any sliders are changed.
Game style : We use Hardcore Simulation, since it’s the closest to our setup defaults. It will change to Current after you have made changes to the sliders.
Tuner set version : The latest tuner set. (version 1.0 is no good AI can't attack well)
CPU aid : We use Hardcore, since Normal is giving the user too much help on a lot of things like passing and shooting. For example, if you’re trying a backhand pass from a bad spot, the game shouldn’t correct your mistake by still making it a good pass.
Game speed : (4) For both NHL leagues and our KHL this is perfect. Any lower it's like skating in mud. Breakaways are rare and defensemen can keep up. This is the MOST important setting for realism in game.
Attribute effect : We set this at max (6), which means that players are performing to their respective attributes, it allow the system to distinguish the best players from the worst and in between.
Fatigue effect : (6 Human / 6 CPU) We use 6 to have shorter shifts and mostly to get a bigger fatigue effect when using the speed burst button. Teams with lower endurance seem to get really tired in the 3rd period, makes for very interesting and exciting comebacks etc.
Fatigue recovery : (1 Human / 1 CPU) We changed this to 1 now as players still recover at a realistic rate.
Injury occurrence : (2 for Human / 2 For CPU) A realistic amount of injuries will occur during game play. Simulated games increase these odds, but this slider doesn't affect the sim engine.
Puck control : (0 Human / 0 CPU) Anything over 0 is unrealistic. If it could be lower we would lower it more.
Player acceleration : (1 Human / 2 CPU) We use 1 for human controlled teams now and 2 for CPU, as the AI cannot react as fast as a human to open pucks. This allows for some breakaways, but helps defensemen allot. They are able to turn around without getting blown by forwards all the time. Along with game speed at 4, it gives a realistic pace and gameplay. This setting is super important. If these settings are higher to many breakaways occur. Forechecking pressure possible is also possible now for both teams.
Broken stick frequency : (2) We set this at 2, since this offers the most realistic amount of sticks to break based on period length.
Period length : (6 minutes) In NHL 13 we used 8 minutes, but for NHL legacy that drastically effected stats and goal production. 6 minutes works best for this league.
Penalties : (5) We use 5, as 6 was just a bit to many (better for NHL on max). A must. This is critical to have high or else the AI never receives penalties for obvious infractions.
Penalty time scaling: (5) We now use 5 as it provides teams with an oppertunity to get back in the game or set them appart on the score board like it should. 4 is to fast and setup time is needed, 6 is to long and there is no urgency to the game then. The penalty time scaling slider works like so: When the slider is high, penalties are longer and when at 0, it's actual period time. For example, when playing with 6 minutes periods penalties last around
Icing: (No Touch/Hybrid) No touch is used for our KHL league, while for our custom NHL realignment league use hybrid icing.
Injuries: (On) If it's not on, it's not realistic.
Tie Break: (4 on 4 with Shoot Out) This option is perfect for our KHL league and will just have to do for our NHL leagues.
Post Whistle Rules: (Authentic) This allows players to engage after the whistle and still receive penalties if they get out of hand.
Fighting: (1) This provides the right amount of fights in a game. They will occur when they should. DO NOT use max (2) unless you enjoy fighting all the time.
Created plays : Even if we personally don’t use them, I leave it On, since it doesn’t change anything.
AI learning : (6) We leave it at 6. It’s the ability for the AI to learn how you play offensively and defensively, so it can adjust. With this slider at max, you should not be able to do the same move again and again, while still getting rewarded. A must! If you are not using max here, your cheating to win.
CPU difficulty adjustment : (6) We use 6, but don't see any difference when moved.
CPU strategy adjustment : (6) Maximum seems to work best, you don't see any toggling or anything on screen. The CPU uses it as needed and it appears to learn from it's mistakes..
Be A Pro strategy adjustment : (0) We use 0.
Human strategy adjustment : (0) We use 0. We want to change a team’s stategy ourselves.
CPU faceoff difficulty : (4) We use 4 again now as 5 was hopeless to win with lower end centermen. 3 is to easy once you get some practice or have a good face off artist.
Fight difficulty : (3) We set this to 3. Fights are generally won by the goons, the way it should be, but a skilled user can earn wins still with inferior fighters. An important momentum booster in game.
CPU penalties : (5) We use 5. This has the CPU’s team taking a good number of penalties, it's the perfect setting for this league.
CPU teammate penalties : (5) We use 5, since we want our teammates to take penalties, but not as often as CPU’s opponent team, because we also take penalties ourselves when controlling players.
Pass assist : (3) We found this setting to be perfect for this league as anything higher is to easy, anything lower and you almost never complete an angled pass. You'll get a good amount of give-aways and more realistic sloppy gameplay. This slider only affects human and has nothing to do with CPU.
Manual passing : (On) We leave it On to be able to control the speed of my passes.
Pass speed : (1) Had to lower this to 1 with NHL legacy or it was to easy to complete one-timers. This setting is the most realistic.
Saucer pass speed : (2) Lower this to 2 since the original speed is a little to fast.
Pass accuracy : (0 human / 0 CPU) We use 0 for both human and CPU. CPU players are able to do a lot of tape to tape passes when their number is higher than this. Even at 0, they are still too good, but there's nothing we can do about it.
Pass reception ease : (0 human / 0 CPU) We 0 for human and 0 for CPU. No advantage is needed here for the CPU as it never misses or very rarely misses a pass, even a 0.
Pass interceptions : (3 human / 6 CPU) We use 3 for human and 6 for CPU. You have to choose the right time to pass and use saucer passes more often. The high CPU setting helps the AI compete better.
Shot accuracy : (0 human / 4 CPU) We use 0 for humans and 4 for the CPU. This gives the right amount of shots missing and also hitting the net for humans. In this league missing the net is common, frustrating, but realistic. However the AI players can't seem to score ever or very rarely with less then 4. We recommend 4 for the most realistic challenge.
Shot power : (2 human / 3 CPU) The original values look pretty realistic, but once we tested speeds in game against actual shot speeds in real life we found 2 was most realistic. The AI needs help though a bit at 3.
Slap shot accuracy : (2 human / 3 CPU) We use 1 as slap shots are much more likely to miss the net, it makes for interesting rebounds and puck bounces. Yet again though the CPU requires more help to compete.
Slap shot power : (2 human / 2 CPU) Like shot power, we determined the proper setting through AHL/NHL average speeds and combined that with in game average player power. Setting this to 2/2 slightly lowers a real life slap shot speeds for this league, however in game these speeds are tested standing still, in real life they are tested with a skating start which increases speed. A 99 slap shot power player (which is max) can only shoot 90 MPH from a standing position. At best a skating start would add 10-20 MPH which would land Chara at 100-110 mph which is quite accurate.
One timer accuracy : (0 human / 3 CPU) We use 0. Human players don't require any help to drain one-timers. Only the best one-timers will go in now. CPU gains the advantage here as well as they rarely use it.
Hitting assistance : (0) We use 0. In NHL Legacy hitting is just way over the top. Hits are still easy and crushing even at 0. This slider only affects humans and has nothing to do with CPU. Any more and it's just to easy.
Aggression : (3 human / 5 CPU) This slider needs to be at 5 now after the 1.01 patch. Any less and the CPU just doesn't forcheck, hit or go to the net well. Leave human at 3 though or they may take off on you.
Hitting power : (1 human / 1 CPU) Set this to 1. It's still hard to walk into the slot, but still very realistic. However, anything higher and everyone can crush anyone else. You will get realistic hitting stats on this setting.
Stick lift effectiveness : (4 human / 6 CPU) We use 4 for human and 6 for the CPU. CPU players only use it when it's this high it seems.
Poke effectiveness : (1 human / 6 CPU) We use 1 for human to make it challenging still and 6 for the CPU. It's fairly realistic, not overpowered, just right. Players can't just go through your poke checks with the puck, you can play a good positional defense and get rewarded. However, CPU players still don’t use this enough.
Goalie passing : (4) Put this on 4. The goalie comes out of his net to play the puck at a realistic rate and attempts allot of poke checks to those entering his crease.
Goalie cover puck frequency : (5) We use 5. It helps to get a better rebound control from the goalie and prevent the fact that he will return the puck in play, even if an opposing player is near him.
Goalie screen effect : (4 human / 6 CPU) We use 4. The goalie has a harder time seeing the puck when screened, but is still able to make the save at a good enough rate. This is a must for the KHL as it's one of the best ways to get goals.
Goalie reaction speed : (0 human / 0 CPU) At 0 the goalies use their actual attribute. This setting works at 1 or higher. I don't see any difference in NHL legacy because attribute effects override this setting in our league.

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