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View Full Version : Special Teams skills... anyone have any thoughts?


cthomer5000
12-22-2005, 11:38 PM
Is the "special teams" rating the exclusive skill used when a guy is covering/blocking on a special teams play?

Or is it a modifier on top of a guys tackling/blocking skills?

Anyone have any insight or evidence?

stevew
12-22-2005, 11:44 PM
This would make for an interesting study. I just think that it would be very hard to track, especially on the defensive side of the ball. The game lacks stats like net punt yardage, kickoff distance, etc. So its gonna be very hard to analyze.

I suppose possibly one way to set up a test on the return side would be to find a team with a couple above-average KR*(80ish), turn injuries off, and then run multiple tests with special teams aces(95-99 types) as his blockers, and run it with low end special teams guys(25 types). Run each season 5 times, I wonder if you could start to see a greater variance in return yardage and touchdowns.

fantastic flying froggies
12-23-2005, 06:15 AM
I've always been under the impression (keyword) that the 'punishing hitter' was also used for special team players.

cthomer5000
12-23-2005, 08:17 AM
I realized that I'd never really thought about it too much until last night. And I doubt anyone but Jim knows the answer, because i didn't see anything in the game documentation and it would be extremely difficult to test.

QuikSand
12-23-2005, 08:56 AM
Very tough to test, I agree.

I pretty much go on common sense, as I don't have any evidence at all from in-game on what matters. I tend to use my assigned gunner positions (guys I *know* will see the field, at least) for promising young players, even if they don't have extraordinary ST skills (as long as they have some) -- seems like a reasonable way to get them some playing time, even if they are way don the current depth chart.

Dutch
12-23-2005, 11:57 AM
Very tough to test, I agree.

I pretty much go on common sense, as I don't have any evidence at all from in-game on what matters. I tend to use my assigned gunner positions (guys I *know* will see the field, at least) for promising young players, even if they don't have extraordinary ST skills (as long as they have some) -- seems like a reasonable way to get them some playing time, even if they are way don the current depth chart.

That's a good idea (getting your prospects some playing time).

And I would assume that 'common sense' is defined as avoiding long returns against your kickoff and punt teams, avoiding blocks of your PK/Punt teams and of course, optimizing your return teams yardage and blocking proficiency.

QuikSand
12-24-2005, 08:44 PM
And I would assume that 'common sense' is defined as avoiding long returns against your kickoff and punt teams, avoiding blocks of your PK/Punt teams and of course, optimizing your return teams yardage and blocking proficiency.

Well, yes... but what I meant above was really that, in my mind, I want not just guys with "good special teams skills" to be my key ST players, but ideally guys who are fairly fast as well. So, all things equal, if I have two players who are gunner candidates, and both have pretty even ratings in ST, I will probably slot the CB/S/WR/RB there ahead of the FB/TE/LB.

I have zippo from in-game to back that up -- it may well be a completely one-rating situation, but I go with my common sense, and if there's anything mroe to it, it ought to be something that fits there (I hope, at least).

OldGiants
12-30-2005, 07:28 PM
My impression has always been that special teams skill only comes in to play for the two gunners and is the basis for your team's anti-kick/punt return abilities. I have noticed (without tracking) that my teams have been vulnerable to returns when I don't have good gunners. But alas, no proof what-so-ever.

As to what goes into kick blocking, it's always looked random to me.

OTOH, I have never noticed 'long snapping' or 'holding' as having any discernible impact on the game. I've come to ignore those two skills and let the auto selections simply play there.

flounder
12-30-2005, 08:12 PM
I've seen the play-by-play on missed field goals say something like 'Looked like a bad snap' or 'Looked like a bad hold' so I think those ratings do have some effect.

QuikSand
12-30-2005, 09:15 PM
My impression has always been that special teams skill only comes in to play for the two gunners...

Any reason for it not to be meaningful for the other players auto-celected to be on the field for special teams plays?

Vinatieri for Prez
12-31-2005, 01:08 AM
It would be great if it did, but I doubt it does. Just guessing, though.

OldGiants
12-31-2005, 10:33 AM
Any reason for it not to be meaningful for the other players auto-celected to be on the field for special teams plays?It doesn't seem to pick the rest of the 'bomb squad' based on the ST rating, so I made the assumption it doesn't matter. I haven't checked that in a year or so, and Jim might have changed it. I'll look again next time I play. To see who's on the field, that is.

Many times I have no one with appreciable ST skill, and its never hurt me.

edit: In particular, I've had 80/80 and up regulars who had third best ST skills and didn't get put on the kick coverage teams.

OldGiants
12-31-2005, 10:37 AM
I've seen the play-by-play on missed field goals say something like 'Looked like a bad snap' or 'Looked like a bad hold' so I think those ratings do have some effect.Yes, but there's no discernible increase in bad snaps or holds if your players don't have the skills. You'll get a certain amount of them no matter what happens, I think.

With most of these low frequency occurence plays, there's never enough of them to really determine if the ratings matter or you got a few bad die rolls.

Warhammer
01-02-2006, 07:41 AM
edit: In particular, I've had 80/80 and up regulars who had third best ST skills and didn't get put on the kick coverage teams.

I might be wrong, but I seem to remember a setting about using starters on special teams, if it is selected to not use starters, than your it will not auto select any starters for the gunner positions.

I have noticed a big difference in my special teams performance this year after I put two 80+ ST guys at the gunner spots. I've given up one big punt return, but nothing else of significance.

Cotton
01-20-2006, 10:48 AM
I'm a special teams freak. One thing I'd love to see in a future, if any, version of FOF, would be a depth chart for kickoff, punt, punt-return, and kick return teams. People often joke around on boards about punters being taken in higher draft rounds, but a good one really does make a huge difference in the field position battle.

Now, if I could just keep my coaches from having him kick IN MY OPPONENTS TERRITORY. FOF CPU coaches are weenies about that. Punting on the opponents 41, for example. I'd rather have them just go for it more often than they do there. I'm a little concerned if I set the go-for-it-on-fourth too high, they'll do it anywhere. Testing that a little more this week....