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Mike Lowe
02-09-2015, 07:54 PM
Different than the resources sticky, I figured now would be a good time to start a thread for folks to ask simple, quick-hitting questions and answers they may have and are looking for a quick response. With the game now on Steam, I imagine we'll start to see some new people joining!

Us veterans could subscribe to this thread and help some of the newer (and veterans!) folks on. This will also help cut down on any forum clutter that could come about. I've seen threads like this on other forums for other games, and they seem to work well.

For instance, I actually have a question I'll start with: Will the AI rest starters if they've already clinched a bye and/or division title in Week 17, etc.?

IWWROCKS
02-10-2015, 04:03 AM
Great idea for a thread.

Question - do I need to always adjust my depth chart/select view on a play to rotate my starting RB...or is there a way the AI will decide "starters tired, backup can go in for a few plays" ?

Mike Lowe
02-10-2015, 09:18 AM
IWWROCKS,

I usually let my coach handle the play-calling, but I can tell you that your backups will play automatically (based a lot on their endurance rating and the gameplan details about playing time) without you needing to call the plays.

agrimsley
02-10-2015, 12:33 PM
Hi all,

Brand new to the game as of yesterday and looking for some very basic signposting to help me get started really.

Some initial questions:

What skill level/overall rating would be classed as a good starter or exceptional player?

Are there any custom game plans shared to implement certain theories e.g. Smash mouth running, zone heavy defenses etc.

Are there any guides written on how to approach a draft? I've blasted through two so far and it's been hit and miss but I don't know why. I drafted a 31/81 LT, is that good at 12th overall?

Those are the main queries from my first two seasons of play, I'm sure I'll have many more in the coming weeks.

Ben E Lou
02-10-2015, 01:39 PM
I'll take a swing at your first few...

What skill level/overall rating would be classed as a good starter or exceptional player?It partially depends on the position and specific skills you might be looking for, but if we're talking about a player with roughly even bars, I'd say around 55 or better would be a "good starter" who'd start for just about any team. Somewhere around 70 and up would be "exceptional."


Are there any custom game plans shared to implement certain theories e.g. Smash mouth running, zone heavy defenses etc. There were created for FOF2K7, but still work in FOF7: BELCO Game Plan Library, Version 2.0 - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=82437)

My recommendation is to hit "Recommend" on the formation settings if you use these.

garion333
02-10-2015, 01:40 PM
What skill level/overall rating would be classed as a good starter or exceptional player? 30-40: Backup material, 40-50: Potential starter, 50+: Immediate starter, 60+: Stud, 70+: Football god

Are there any custom game plans shared to implement certain theories e.g. Smash mouth running, zone heavy defenses etc. Yes, but not for defense (Ben just linked them)

Are there any guides written on how to approach a draft? I've blasted through two so far and it's been hit and miss but I don't know why. Drafting is hit or miss. I drafted a 31/81 LT, is that good at 12th overall? Only if he keeps his 81 rating.

See answers

gstelmack
02-10-2015, 01:41 PM
FOF7 Data Mining (Latest Version Mined=7.1a) - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=89676&highlight=data+mining)

3rd post has the spread of abilities. If the LT comes close to that 81 future (not anywhere near guaranteed with this game), he'll be a great pick.

40+ is a serviceable starter, I really prefer 50+ when I can get it. When you start creeping into the 60s, you have pretty good talent, and 70+ will tend to be stars. 80s/90s are pretty rare and the studs.

There were custom gameplans shared for the last iteration of the game (search for gameplan here), but I haven't tried using them in FOF7. I'll let someone else answer.

Drafting takes a while to figure out, and can depend on your combine accuracy settings and how good your staff is. I work hard to get a staff that can scout and interview, and then I can trust the bars more, which gives me more info to go with the combines.

Mike Lowe
02-10-2015, 01:42 PM
Hi all,

Brand new to the game as of yesterday and looking for some very basic signposting to help me get started really.

Some initial questions:

What skill level/overall rating would be classed as a good starter or exceptional player?

Are there any custom game plans shared to implement certain theories e.g. Smash mouth running, zone heavy defenses etc.

Are there any guides written on how to approach a draft? I've blasted through two so far and it's been hit and miss but I don't know why. I drafted a 31/81 LT, is that good at 12th overall?

Those are the main queries from my first two seasons of play, I'm sure I'll have many more in the coming weeks.

Welcome!

What skill level/overall rating would be classed as a good starter or exceptional player?

This game will surprise you with who performs. Play attention to cohesion and your staff as well. I've had guys really contribute to the team who are rated as low as 35/35 overall. Volatility also plays a factor. On the contrary, I've had a guy like Tyvon Branch who was rated like a 79/79 have an awful year because he battled turf toe until I finally sat him about midway through the season. In a nutshell, ratings are different than they are in a Madden game--there are a lot of factors that come into play, and that's the beauty of this game.

Are there any custom game plans shared to implement certain theories e.g. Smash mouth running, zone heavy defenses etc.

Yes. Check the reference sticky above. There are others place too, I'm sure. Not an area I spend much time with. I like my coaches to earn their salary!

Are there any guides written on how to approach a draft? I've blasted through two so far and it's been hit and miss but I don't know why. I drafted a 31/81 LT, is that good at 12th overall?

There's probably too much information. I would say be careful how much you read about the draft, because there are a lot of spoilers and a continued disection of such things. I don't personally go that route, so I can't direct you to specific threads, but they are out there if you want them. Another consideration is the new option this year with the "Combine Accuracy" which is a game setting you can adjust from the midway point of 50.

The guy you drafted sounds like a great pickup to me at #12. Nicely done! Pay close attention to the combine numbers as well as the bars you see. Somewhere in all of that are some truths, but it's not always set in stone. Guys will be late bloomers, and surprise you (good and bad) when they show up to camp as well.

Caligari
02-10-2015, 04:49 PM
It is worth noting that player ratings do not necessarily (or often) stay consistent, so that 81 may well rise and fall over the years as the player develops (and your staff changes).

I found it hard to understand, or follow, these changes until I grabbed the excellent Player Tracker (http://www.operationsports.com/fofc/showthread.php?t=89515).

For the OP: I don't think I've seen the AI resting starters when it has clinched a berth, but others might have other insights?

Mike Lowe
02-10-2015, 04:57 PM
For the OP: I don't think I've seen the AI resting starters when it has clinched a berth, but others might have other insights?

Thank you!

Vaevictis_386
02-10-2015, 06:13 PM
A point about player ratings that I read in an old thread which helped me a lot is that FOF considers all the players as NFL caliber or close to it. So a 25/25 would have been better than most players in NCAA Div 1, even though he is someone who probably will struggle at the next level. So, for instance, guys in the 30s with the right skills can contribute in the right system.

beargrowlz
02-11-2015, 07:29 AM
When I updated to 7.1b the names of the players on the player card got much smaller. Is there any way to enlarge them close to their previous siZE?

tia,
-bEAR

DatPhillyBoy
02-17-2015, 04:21 PM
Looking for something about Training Camp.

- What exactly does each section do (I'm sure there's more than what the description offers)?
- Effect that more/less time in a certain sections has on players (ex. is it really that much of a difference between 1 and 2 hours in a given section)?

Stuff like that. I remember there used to be a manual for FOF2K7, but not sure if it's applicable for FOF7.

Thanks!

Laconic1
02-17-2015, 04:53 PM
Can anyone provide a high level summary of what ratings to scout for SLB/ILB/WLB? I'm having trouble identifying what to look for as I'm not too savy on defensive schemes. Is there a fundamental draft guide floating anywhere?

Cheers

Tizmolee
02-17-2015, 10:28 PM
During Free Agency is it better to wait to make offers , or just make offers when you find the players your want to sign so that you don't have to continually check on them ?

agrimsley
02-18-2015, 01:07 AM
In my personal opinion, I tend to go for better coverage skills in the SLB, run defense in the MLB and pass rush in the WLB. That's a very high level summary of course and you can game plan to utilise the strengths better but this is my main tell for each linebacker.

AlexB
02-18-2015, 02:04 AM
Always worked on as many red bars as possible for all three positions, although happy to work with lower pass rush for inside guys, and I generally ignore M2M for WLB.

agrimsley
02-18-2015, 04:48 AM
How can I tell how accurate the league scout is?

AlexB
02-18-2015, 07:43 AM
Click on his name and it will bring up his skills screen

aston217
02-18-2015, 10:09 AM
Pass rush in the WLB only matters if you're running a 3-4, or if you're blitzing the WLB out of the 43 (which maybe wouldn't be suggested, as that turns into the nickel corner whenever you are out of base...)

But yeah, if it's a non-34 WLB, pass rush is lower priority for me, though usually I get guys who can anyway. LBs are tricky. I like guys who can run defense/play diagnosis, and also especially in sub defense, I want guys who can cover: zone/man/bump, in that order. Endurance is important too. That's kind of everything.

If I had to choose one, I'd pick the coverage guy who can't run stop over the inverse. Or get both and have one be base, one be nickel.

Nez477
02-18-2015, 10:38 AM
I see multiple threads about getting their rosters up to 60 during the pre-season in order to rest veterans. That sure would've helped in my 2021-22 Cowboys season as I'm making one last push with a Dez Bryant led team (I traded six draft picks to get a stud WR on the opposite side of him), and he tore his ACL in the preseason. Blah.

I've never done this, and am a bit confused. Wouldn't this eat up a bunch more cap space? Or if I sign 1-year deals does it not affect my cap whatsoever?

Thanks in advance.

NoxMortem
02-18-2015, 11:14 AM
@Nez477

I am a newbie but I do this all the time. I try to push my roster to 53 during FA1, fill with the 7 draft picks. When I am able to get even more good players in FA1, which is unlikely, then I try to trade away my picks during draft phase for next year better draft picks.

I also have ready many people seem to dislike longer deals but I think you can keep your players much cheaper the longer the deal is. I always try to keep the bonus as low as possible, as the bonus will always count to your cap and if you release a player in a 4 year deal without a bonus (impossible, just for the purpose of explanations) then he does not count into future cap, at least this is as far as I understood it. But if he got 400K bonus, he will count for 100K into each of the following years even if you release him.

I generally always have a cap loss so I am not playing super efficient but I am also always under my cap as I try to keep my team as cheap as possible because from time to time your key player will suddenly want a raise which is insane and other teams will fight for him as well. For example my QB in 1961 wanted a raise from 160K per season to 22M for a 4 year deal. I only was able to afford that because I had enough cap left from keeping my other players cheap.

In the late Free Agency phase I tend to pickup expensive players (5 times the prices of a 1-2 points weaker scouted rating player) for 1 year deals and kick weaker players out. The reason for this is that this is the only point where I really know how much cap I have left and also my star players are already signed.

I am really no good player and am absolutely new so possibly someone else can help you even further but at least in my first 5 seasons I was 3 or 4 times in the playoffs.

aston217
02-18-2015, 11:26 AM
Only the Top 51 players (by cap cost) count against your cap.

The preseason limit is 60, so you should always be up to 60. It takes roughly 1-2 full games to knock the rust off of everybody. After that, may as well sit people to shield them from injury.

I sometimes just play my key guys one game, shield them from injury, and let them knock off rust in the season opener.

For the preseason filler guys, it can be dangerous to give them more than 1-year deals. If they get hurt and it's not serious enough to allow them to go on IR, you won't be able to cut them until they are healthy.

A 4-year deal is impossible unless it's a) a rookie contract, or b) significant money. Typically if you want to lock a guy in cheap, you're looking at 2-3 years. The player will give you a message if the years are too many for that money, in which case you can just reduce the years.