EA's player ratings?

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  • Realdeal
    Banned
    • Oct 2005
    • 209

    #76
    Re: EA's player ratings?

    Is it me or does the AI seem to play the game more realistic on the all-star level?

    Playmakers or anyone else that can help with this question. It seems like every time I go up to the highest level the computer players shoot, run and play defense way better then my team. I have every thing that playmakers setup on both levels and when I play on all-star the game seems more realistic but some teams I can beat too easy. On the highest level my players can't shoot straight and the computer players regardless of teams sometimes turn into elite players. They don't even have to run plays on the higher level because they drain shots left and right.

    Is there anyone else playing on all-star that has noticed this difference?

    Comment

    • Playmakers
      Hall Of Fame
      • Sep 2004
      • 15417

      #77
      Re: EA's player ratings?

      Originally posted by Realdeal
      Is it me or does the AI seem to play the game more realistic on the all-star level?

      Playmakers or anyone else that can help with this question. It seems like every time I go up to the highest level the computer players shoot, run and play defense way better then my team. I have every thing that playmakers setup on both levels and when I play on all-star the game seems more realistic but some teams I can beat too easy. On the highest level my players can't shoot straight and the computer players regardless of teams sometimes turn into elite players. They don't even have to run plays on the higher level because they drain shots left and right.

      Is there anyone else playing on all-star that has noticed this difference?

      I tend to agree with this situation. I did explain that on Super Star level the CPU gets some kind of extra boost and it could lead to somethings that frustrate the human player. I think EA gave it that All-Madden type power on Super Star level.....

      All-Star does appear to be more geared towards realistic play and I'm guessing because the players don't get such a huge boost in ratings. I guess if you ever want to make All-Star Level tougher you could mess with the sliders and put them more towards the CPU favor. I just try to make sliders as equal as possible but I never give an advatage to the Human player.

      Hopefully that answers your question.
      NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
      https://forums.operationsports.com/f...s-dynasty.html

      Follow some the Greatest College Football players of All Time in NCAA Football 14

      Comment

      • Playmakers
        Hall Of Fame
        • Sep 2004
        • 15417

        #78
        Re: EA's player ratings?

        I found this information from another site thought it would be good to post here for you guy's can see what most ratings actually effect.


        RATING SUMMARY
        ---------------------

        INSIDE SCORING (IS) – This rating is part of the shooting rating group and basically equates to how good the player is at scoring in the painted area or within 8-feet of the basket. In general the centre and power forward positions are higher rated than the guard positions but this is not always the case. A guard who can penetrate into the lane can be quite lethal if he can finish the play whilst doing so. Shots such as lay-ups, hook shots, tip-ins off rebounds, one handed shots and shots involving collisions and contested shots that are put up will be determined by the inside scoring ability.

        FIELD GOALS (JS) – This rating is part of the shooting rating group and equates to how good the player is at a standard jump shot that is not classed as a inside shot (see above) or a shot taken inside of the 3pt line. The rating is basically a medium range shooting rating. A player with a high jump shot rating can be quite effective regardless of the player’s position. Centres and power forwards that can hit the 10-footer are effective and jump shooting is quite necessary for the guard positions. Please also note that a players dribble rating effects the jump shot style, there is both the smooth stroke that nearly all point guards, shooting guards and small forward have and then there’s the much longer release for the majority of the big men. The higher the rating the longer the “top of the jump” point is on the release of the shot which when achieved results in a made shot.

        THREE POINT (3PT) – This rating equates to a players ability to hit a jump shot outside of the 3pt line. If a player has the same abilities at field goals as he has at 3pts the field goal will always be more reliable as the 3pt shot is farther away from the basket and may be out of the players shooting range. The higher the rating the longer the “top of the jump” point is on the release of the shot which when achieved results in a made shot.

        FT – This rating equates to a players ability to make a free throw. The worse he is the faster the cross hairs will move and the smaller the target area will be. A player’s real life FT% directly equates to his FT rating in the game thus producing a realistic FT% during games depending on slider adjustments.

        DUNK RATING (DNK) – This rating indicates how good a player is at actually finishing the dunks he attempts. The higher the dunk rating the higher the percentage the dunk will be completed with other players within the vicinity and dunks that are in traffic and alley oops! The fact shaq has a 99 dunk rating explains why he has the ability to nearly always complete a dunk attempt.

        STEAL (STL) – This rating equates to the players ability to steal the ball from an opponent whether should it be by on the ball defence are by an interception of a pass in the passing lanes. Generally I thin there is a direct relation to a players teal ability and the other players dribble ability, in principle if a players steal ability is higher than the opposing players dribble ability its is quite easy to steal the ball from him.

        BLOCK (BLK) – this rating equates to a players ability to block the ball after a shot attempt from an opposing player. Generally the centre position and power forward positions are better rated in this category as they generally play defence around the basket area thus contesting most shot attempts put up in the painted area and also being the last line of defence, but this is not always the case players like josh smith is a small forward and can be quite effective at blocking. There are two ways to block a shot a dunk/lay-up attempt or a jump shot attempt both will be blocked or not blocked depending upon the defending players block ability. From my experience a lay-up attempt can be effectively blocked from the front by a player with 40+ block ability obviously depending on certain factors this can change and a lay-up can be blocked from behind with a rating of around 75+ quite effectively again depending on certain factors.

        QUICKNESS (QUI) – This rating is a rating to determine how “quick” a player does the things he wishes to do on the court. Please not that speed and quickness are different. For example swiping at the ball, speed of jumping, crossover, spin and quick turns are all governed by a player’s quickness rating.

        DEFENSIVE AWARNESS (D.AW) – This rating is always hard to fathom. But this rating indicates a player’s defensive ability. Many people think a steal or block is a player’s ability to defend. This isn’t always true. Some of the greatest defenders didn’t achieve great statistical ratings in the block and steal categories but were still regarded as great defensive players such as karl malone or dennis rodman. This is also represented in nba live. For example bruce bowen is one of the best defenders on the game but is not really outstanding in the steal and block categories. During game play this rating effects the players ability to not fall for pump fakes, crossovers, and his ability to rotate from double teams and basically everything governing defence. If you notice its quite easy to buckle steve nash with a crossover because of his low defensive awareness.

        OFFENSIVE REBOUNDING (O.REB) – This rating indicates a player’s ability to grab a rebound after a team mates missed shot. Strength and jumping rating also come into account when regarding rebounds (see below).

        DEFENSIVE REBOUNDING (D.REB) – This rating indicates a player’s ability to grab a rebound after an opponents missed shot. Strength and jumping rating also come into account when regarding rebounds (see below).

        STRENGTH (STR) – This rating is a rating, which is used to ascertain a players power or strength or his ability to hold his own on the court. Players with a high strength rating are harder to back down and when using the player with a high strength rating it is easier to back down opponents. Strength also relates to a players ability to box out opponents on rebounds and also when an offensive player drives to barge through a player the strength rating will determine weather the defender will simply bounce back or weather the offensive player will “bounce” back. A players back down ability is directly related to strength if for example an offensive player has a strength rating of 85 and the defender has a strength rating of 84 the offensive player will be able to back down the defender.

        JUMP ABILITY (JUMP) – As the rating suggests this is a players ability to jump and at what height, the higher the rating the higher the player will jump to grab them loose rebounds and to block shots. A players dunk rating is also connected to a players jump rating, the jump rating will determine the dunk variety a player can perform and at what distance from the hoop he can take off from.

        PASS (PASS) – The rating indicates how good a player is at completing a pass attempt. The higher the rating the less chance the pass will be picked off by defenders and the more likely the pass will reach its intended recipient including on alley oops.

        SPEED (SP) – This is a player’s ability to run with and without the ball and should not be confused with quickness. And that’s basically what it is a persons running ability. Most of the time a players speed and quickness ratings are very similar for obvious reasons but this is not always the case.

        DRIBB (DRB) – Is a player’s ability to keep control of the basketball. During crossovers, spins and moves both in the open court and most importantly in traffic a players dribbling rating comes into account. If the rating is quite low then the player will lose control of the basketball and a subsequent turnover will occur. A players dribbling rating also takes effect during an attempted steal (see above) by a defender. If the dribble rating is high try stripping that ball.

        OFFENSIVE AWARNESS (O.AW) – As stated for the defensive awareness attribute this rating relates to a players offensive ability and doesn’t necessarily relate to how many points he will get. This rating governs things like a players ability to fake opponents with dukes and pump fakes, his ability to recognise a potential fast break his ability to know when to drive and when to pull up, his ability to read plays being called and follow them plays through instead of just standing around not knowing what to do.
        NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
        https://forums.operationsports.com/f...s-dynasty.html

        Follow some the Greatest College Football players of All Time in NCAA Football 14

        Comment

        • rawdawg71
          Rookie
          • Jan 2005
          • 146

          #79
          Re: EA's player ratings?

          Originally posted by Realdeal
          Is it me or does the AI seem to play the game more realistic on the all-star level?

          Playmakers or anyone else that can help with this question. It seems like every time I go up to the highest level the computer players shoot, run and play defense way better then my team. I have every thing that playmakers setup on both levels and when I play on all-star the game seems more realistic but some teams I can beat too easy. On the highest level my players can't shoot straight and the computer players regardless of teams sometimes turn into elite players. They don't even have to run plays on the higher level because they drain shots left and right.

          Is there anyone else playing on all-star that has noticed this difference?
          I have'nt played SuperStar Level Yet! But I will test it sometime in the future! All-Star Level on 8 to 9 min.qrts.(8mins. for Me) seems to give me all the Sim I'm looking for in gameplay & in Stats!! To me All-Star is Realistic & Balance with Playmakers new Players Ratings adjustments and Global settings modifications!!

          Comment

          • rawdawg71
            Rookie
            • Jan 2005
            • 146

            #80
            Re: EA's player ratings?

            Originally posted by Playmakers
            I found this information from another site thought it would be good to post here for you guy's can see what most ratings actually effect.


            RATING SUMMARY
            ---------------------

            INSIDE SCORING (IS) – This rating is part of the shooting rating group and basically equates to how good the player is at scoring in the painted area or within 8-feet of the basket. In general the centre and power forward positions are higher rated than the guard positions but this is not always the case. A guard who can penetrate into the lane can be quite lethal if he can finish the play whilst doing so. Shots such as lay-ups, hook shots, tip-ins off rebounds, one handed shots and shots involving collisions and contested shots that are put up will be determined by the inside scoring ability.

            FIELD GOALS (JS) – This rating is part of the shooting rating group and equates to how good the player is at a standard jump shot that is not classed as a inside shot (see above) or a shot taken inside of the 3pt line. The rating is basically a medium range shooting rating. A player with a high jump shot rating can be quite effective regardless of the player’s position. Centres and power forwards that can hit the 10-footer are effective and jump shooting is quite necessary for the guard positions. Please also note that a players dribble rating effects the jump shot style, there is both the smooth stroke that nearly all point guards, shooting guards and small forward have and then there’s the much longer release for the majority of the big men. The higher the rating the longer the “top of the jump” point is on the release of the shot which when achieved results in a made shot.

            THREE POINT (3PT) – This rating equates to a players ability to hit a jump shot outside of the 3pt line. If a player has the same abilities at field goals as he has at 3pts the field goal will always be more reliable as the 3pt shot is farther away from the basket and may be out of the players shooting range. The higher the rating the longer the “top of the jump” point is on the release of the shot which when achieved results in a made shot.

            FT – This rating equates to a players ability to make a free throw. The worse he is the faster the cross hairs will move and the smaller the target area will be. A player’s real life FT% directly equates to his FT rating in the game thus producing a realistic FT% during games depending on slider adjustments.

            DUNK RATING (DNK) – This rating indicates how good a player is at actually finishing the dunks he attempts. The higher the dunk rating the higher the percentage the dunk will be completed with other players within the vicinity and dunks that are in traffic and alley oops! The fact shaq has a 99 dunk rating explains why he has the ability to nearly always complete a dunk attempt.

            STEAL (STL) – This rating equates to the players ability to steal the ball from an opponent whether should it be by on the ball defence are by an interception of a pass in the passing lanes. Generally I thin there is a direct relation to a players teal ability and the other players dribble ability, in principle if a players steal ability is higher than the opposing players dribble ability its is quite easy to steal the ball from him.

            BLOCK (BLK) – this rating equates to a players ability to block the ball after a shot attempt from an opposing player. Generally the centre position and power forward positions are better rated in this category as they generally play defence around the basket area thus contesting most shot attempts put up in the painted area and also being the last line of defence, but this is not always the case players like josh smith is a small forward and can be quite effective at blocking. There are two ways to block a shot a dunk/lay-up attempt or a jump shot attempt both will be blocked or not blocked depending upon the defending players block ability. From my experience a lay-up attempt can be effectively blocked from the front by a player with 40+ block ability obviously depending on certain factors this can change and a lay-up can be blocked from behind with a rating of around 75+ quite effectively again depending on certain factors.

            QUICKNESS (QUI) – This rating is a rating to determine how “quick” a player does the things he wishes to do on the court. Please not that speed and quickness are different. For example swiping at the ball, speed of jumping, crossover, spin and quick turns are all governed by a player’s quickness rating.

            DEFENSIVE AWARNESS (D.AW) – This rating is always hard to fathom. But this rating indicates a player’s defensive ability. Many people think a steal or block is a player’s ability to defend. This isn’t always true. Some of the greatest defenders didn’t achieve great statistical ratings in the block and steal categories but were still regarded as great defensive players such as karl malone or dennis rodman. This is also represented in nba live. For example bruce bowen is one of the best defenders on the game but is not really outstanding in the steal and block categories. During game play this rating effects the players ability to not fall for pump fakes, crossovers, and his ability to rotate from double teams and basically everything governing defence. If you notice its quite easy to buckle steve nash with a crossover because of his low defensive awareness.

            OFFENSIVE REBOUNDING (O.REB) – This rating indicates a player’s ability to grab a rebound after a team mates missed shot. Strength and jumping rating also come into account when regarding rebounds (see below).

            DEFENSIVE REBOUNDING (D.REB) – This rating indicates a player’s ability to grab a rebound after an opponents missed shot. Strength and jumping rating also come into account when regarding rebounds (see below).

            STRENGTH (STR) – This rating is a rating, which is used to ascertain a players power or strength or his ability to hold his own on the court. Players with a high strength rating are harder to back down and when using the player with a high strength rating it is easier to back down opponents. Strength also relates to a players ability to box out opponents on rebounds and also when an offensive player drives to barge through a player the strength rating will determine weather the defender will simply bounce back or weather the offensive player will “bounce” back. A players back down ability is directly related to strength if for example an offensive player has a strength rating of 85 and the defender has a strength rating of 84 the offensive player will be able to back down the defender.

            JUMP ABILITY (JUMP) – As the rating suggests this is a players ability to jump and at what height, the higher the rating the higher the player will jump to grab them loose rebounds and to block shots. A players dunk rating is also connected to a players jump rating, the jump rating will determine the dunk variety a player can perform and at what distance from the hoop he can take off from.

            PASS (PASS) – The rating indicates how good a player is at completing a pass attempt. The higher the rating the less chance the pass will be picked off by defenders and the more likely the pass will reach its intended recipient including on alley oops.

            SPEED (SP) – This is a player’s ability to run with and without the ball and should not be confused with quickness. And that’s basically what it is a persons running ability. Most of the time a players speed and quickness ratings are very similar for obvious reasons but this is not always the case.

            DRIBB (DRB) – Is a player’s ability to keep control of the basketball. During crossovers, spins and moves both in the open court and most importantly in traffic a players dribbling rating comes into account. If the rating is quite low then the player will lose control of the basketball and a subsequent turnover will occur. A players dribbling rating also takes effect during an attempted steal (see above) by a defender. If the dribble rating is high try stripping that ball.

            OFFENSIVE AWARNESS (O.AW) – As stated for the defensive awareness attribute this rating relates to a players offensive ability and doesn’t necessarily relate to how many points he will get. This rating governs things like a players ability to fake opponents with dukes and pump fakes, his ability to recognise a potential fast break his ability to know when to drive and when to pull up, his ability to read plays being called and follow them plays through instead of just standing around not knowing what to do.
            Nice Find Playmakers! A Well written Summary of every ratings category!! I will keep these helpful informations in mind when I create or modify a player attributes on NBA Live360!! One thing I notice in reading the FGs & 3pt. summaries is that both ratings seems to plays significant roles on one another!

            What I mean by that is even if the player has a low 3pt. rating, his High Field Goals ratings can still make him take 3pt.attempts, it's just that a high 3pt. rating is more focus on release longer ''Top of the jump'' point of the shot, and not so much emphasis on 3pt.fg. attempts!!

            If this is the case! Can we expect to lower the Players Field Goals ratings so we can have a more balance 3pt.attempts in games, or just leave the FGs ratings the way it is!! All in all these were all good summaries to read!!

            Comment

            • adub88
              Pro
              • May 2003
              • 964

              #81
              Re: EA's player ratings?

              Playmaker or anyone here, i need help understanding the dunk and jump rating thing. I run with the Kings and Kevin Martin has a dunk rating 80, and jump rating 75, then Mike Bibby has dunk rating 33 and jump rating of 64, yet Mike Bibby does all these flashy dunks and Kevin Martin does the same weak dunk 99.9% of the time. Kevin Martin is way more athletic than Bibby, I mean Mike has no business doing 180 dunks and whatnot. I expect that more from Martin than Bibby.
              NFL:Colts
              NBA:KINGS

              Comment

              • Thrasha
                MVP
                • Nov 2004
                • 3374

                #82
                Re: EA's player ratings?

                before i go through and read this whole thread....are these setting/tweaks for 360 or the original xbox?

                thanks
                “Nobody in the history of the game tried what I just tried. We’re talking about on the biggest stage, in New York, playing out of position and asked to hit fourth for the New York Yankees. I mean, that’s never been done.” - Sheffield on Sheffield

                Comment

                • FluffyTonka
                  MVP
                  • Feb 2006
                  • 1681

                  #83
                  Re: EA's player ratings?

                  Originally posted by Playmakers
                  If your completing a high percentage of Ally Ooop's you could lower the Dunk % Slider about 5-10 clicks.

                  If your looking to decrease your assist totals you can beef up the CPU's INT Slider to about 35 that helps them deflect or intercept more passes.

                  Here's a link to the average assist totals for all teams:

                  http://sports.espn.go.com/nba/statis...6&seasontype=2

                  You'll see that Phoenix is the best at 27.0 and Chicago actually ranks pretty high 5th overall at 22.2 per game.


                  As for your 3-PT shooting try increasing Long Range to 60 and setting Poor Release to 40%. See if that will balance things out for your team. I wouldn't mess with the CPU's shooting Sliders because looking at those you provided because those really aren't that bad. Indiana shot barely over 50% and Atlanta shot just under 50%. You might want to play about 2-3 more games because some teams might take a huge drop to around 30% and then it'll balance out.

                  Thanks Champion!!

                  Comment

                  • FluffyTonka
                    MVP
                    • Feb 2006
                    • 1681

                    #84
                    Re: EA's player ratings?

                    Originally posted by Thrasha
                    before i go through and read this whole thread....are these setting/tweaks for 360 or the original xbox?

                    thanks
                    360 bud.

                    Comment

                    • Playmakers
                      Hall Of Fame
                      • Sep 2004
                      • 15417

                      #85
                      Re: EA's player ratings?

                      Anyone played Portland yet with the changes?

                      I love how they constantly fed Randoph down low vs me. In fact most of their guy's other than Randolf and Miles have a very low Offensive awareness so it led to some constant ball movement by them aslong as I stopped any of their PG's from driving. The Blazers are one of the lowest scoring teams in the NBA and their pace is amongst the slowest aswell so it was great to see them struggling offensively but moving the ball to try and get easier shots.

                      I had their starting lineup

                      PG-Blake
                      SG-Dixon
                      SF-Miles
                      PF-Randolph
                      C-Pryzabilla

                      They played the best slow down game I've seen so far out of the computer teams.
                      NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                      https://forums.operationsports.com/f...s-dynasty.html

                      Follow some the Greatest College Football players of All Time in NCAA Football 14

                      Comment

                      • Realdeal
                        Banned
                        • Oct 2005
                        • 209

                        #86
                        Re: EA's player ratings?

                        Originally posted by Playmakers
                        I found this information from another site thought it would be good to post here for you guy's can see what most ratings actually effect.


                        RATING SUMMARY
                        ---------------------

                        INSIDE SCORING (IS) – This rating is part of the shooting rating group and basically equates to how good the player is at scoring in the painted area or within 8-feet of the basket. In general the centre and power forward positions are higher rated than the guard positions but this is not always the case. A guard who can penetrate into the lane can be quite lethal if he can finish the play whilst doing so. Shots such as lay-ups, hook shots, tip-ins off rebounds, one handed shots and shots involving collisions and contested shots that are put up will be determined by the inside scoring ability.

                        FIELD GOALS (JS) – This rating is part of the shooting rating group and equates to how good the player is at a standard jump shot that is not classed as a inside shot (see above) or a shot taken inside of the 3pt line. The rating is basically a medium range shooting rating. A player with a high jump shot rating can be quite effective regardless of the player’s position. Centres and power forwards that can hit the 10-footer are effective and jump shooting is quite necessary for the guard positions. Please also note that a players dribble rating effects the jump shot style, there is both the smooth stroke that nearly all point guards, shooting guards and small forward have and then there’s the much longer release for the majority of the big men. The higher the rating the longer the “top of the jump” point is on the release of the shot which when achieved results in a made shot.

                        THREE POINT (3PT) – This rating equates to a players ability to hit a jump shot outside of the 3pt line. If a player has the same abilities at field goals as he has at 3pts the field goal will always be more reliable as the 3pt shot is farther away from the basket and may be out of the players shooting range. The higher the rating the longer the “top of the jump” point is on the release of the shot which when achieved results in a made shot.

                        FT – This rating equates to a players ability to make a free throw. The worse he is the faster the cross hairs will move and the smaller the target area will be. A player’s real life FT% directly equates to his FT rating in the game thus producing a realistic FT% during games depending on slider adjustments.

                        DUNK RATING (DNK) – This rating indicates how good a player is at actually finishing the dunks he attempts. The higher the dunk rating the higher the percentage the dunk will be completed with other players within the vicinity and dunks that are in traffic and alley oops! The fact shaq has a 99 dunk rating explains why he has the ability to nearly always complete a dunk attempt.

                        STEAL (STL) – This rating equates to the players ability to steal the ball from an opponent whether should it be by on the ball defence are by an interception of a pass in the passing lanes. Generally I thin there is a direct relation to a players teal ability and the other players dribble ability, in principle if a players steal ability is higher than the opposing players dribble ability its is quite easy to steal the ball from him.

                        BLOCK (BLK) – this rating equates to a players ability to block the ball after a shot attempt from an opposing player. Generally the centre position and power forward positions are better rated in this category as they generally play defence around the basket area thus contesting most shot attempts put up in the painted area and also being the last line of defence, but this is not always the case players like josh smith is a small forward and can be quite effective at blocking. There are two ways to block a shot a dunk/lay-up attempt or a jump shot attempt both will be blocked or not blocked depending upon the defending players block ability. From my experience a lay-up attempt can be effectively blocked from the front by a player with 40+ block ability obviously depending on certain factors this can change and a lay-up can be blocked from behind with a rating of around 75+ quite effectively again depending on certain factors.

                        QUICKNESS (QUI) – This rating is a rating to determine how “quick” a player does the things he wishes to do on the court. Please not that speed and quickness are different. For example swiping at the ball, speed of jumping, crossover, spin and quick turns are all governed by a player’s quickness rating.

                        DEFENSIVE AWARNESS (D.AW) – This rating is always hard to fathom. But this rating indicates a player’s defensive ability. Many people think a steal or block is a player’s ability to defend. This isn’t always true. Some of the greatest defenders didn’t achieve great statistical ratings in the block and steal categories but were still regarded as great defensive players such as karl malone or dennis rodman. This is also represented in nba live. For example bruce bowen is one of the best defenders on the game but is not really outstanding in the steal and block categories. During game play this rating effects the players ability to not fall for pump fakes, crossovers, and his ability to rotate from double teams and basically everything governing defence. If you notice its quite easy to buckle steve nash with a crossover because of his low defensive awareness.

                        OFFENSIVE REBOUNDING (O.REB) – This rating indicates a player’s ability to grab a rebound after a team mates missed shot. Strength and jumping rating also come into account when regarding rebounds (see below).

                        DEFENSIVE REBOUNDING (D.REB) – This rating indicates a player’s ability to grab a rebound after an opponents missed shot. Strength and jumping rating also come into account when regarding rebounds (see below).

                        STRENGTH (STR) – This rating is a rating, which is used to ascertain a players power or strength or his ability to hold his own on the court. Players with a high strength rating are harder to back down and when using the player with a high strength rating it is easier to back down opponents. Strength also relates to a players ability to box out opponents on rebounds and also when an offensive player drives to barge through a player the strength rating will determine weather the defender will simply bounce back or weather the offensive player will “bounce” back. A players back down ability is directly related to strength if for example an offensive player has a strength rating of 85 and the defender has a strength rating of 84 the offensive player will be able to back down the defender.

                        JUMP ABILITY (JUMP) – As the rating suggests this is a players ability to jump and at what height, the higher the rating the higher the player will jump to grab them loose rebounds and to block shots. A players dunk rating is also connected to a players jump rating, the jump rating will determine the dunk variety a player can perform and at what distance from the hoop he can take off from.

                        PASS (PASS) – The rating indicates how good a player is at completing a pass attempt. The higher the rating the less chance the pass will be picked off by defenders and the more likely the pass will reach its intended recipient including on alley oops.

                        SPEED (SP) – This is a player’s ability to run with and without the ball and should not be confused with quickness. And that’s basically what it is a persons running ability. Most of the time a players speed and quickness ratings are very similar for obvious reasons but this is not always the case.

                        DRIBB (DRB) – Is a player’s ability to keep control of the basketball. During crossovers, spins and moves both in the open court and most importantly in traffic a players dribbling rating comes into account. If the rating is quite low then the player will lose control of the basketball and a subsequent turnover will occur. A players dribbling rating also takes effect during an attempted steal (see above) by a defender. If the dribble rating is high try stripping that ball.

                        OFFENSIVE AWARNESS (O.AW) – As stated for the defensive awareness attribute this rating relates to a players offensive ability and doesn’t necessarily relate to how many points he will get. This rating governs things like a players ability to fake opponents with dukes and pump fakes, his ability to recognise a potential fast break his ability to know when to drive and when to pull up, his ability to read plays being called and follow them plays through instead of just standing around not knowing what to do.

                        Wow!

                        This is some great information. I've always been curious as to how the fg rating works in this game. Thanks for this information it will come in handy for me when I create legends players.

                        Comment

                        • ak nako
                          Rookie
                          • Oct 2005
                          • 60

                          #87
                          Re: EA's player ratings?

                          can I use the new player ratings on current gen xbox?

                          and if not did playmaker ever do this for the old xbox version?

                          Comment

                          • Realdeal
                            Banned
                            • Oct 2005
                            • 209

                            #88
                            Re: EA's player ratings?

                            Originally posted by ak nako
                            can I use the new player ratings on current gen xbox?

                            and if not did playmaker ever do this for the old xbox version?
                            I think playmakers only did sliders and playbooks for current system live 06.

                            Comment

                            • ak nako
                              Rookie
                              • Oct 2005
                              • 60

                              #89
                              Re: EA's player ratings?

                              Originally posted by Realdeal
                              I think playmakers only did sliders and playbooks for current system live 06.
                              I meant the old xbox not 360...

                              cuz i was gonna update my players on the old xbox since i dont have the 360 version

                              Comment

                              • Ofizzle
                                Pro
                                • Nov 2003
                                • 632

                                #90
                                Re: EA's player ratings?

                                In addition to what playmakers has, the 3PT rating also determines a players range. That's why you see guys who don't shoot three's, but have some range getting random numbers like a 7 3PT rating, or a 19 3PT rating etc.

                                0-5 3PT rating - 12ft range
                                6-9 3PT rating - 13ft range
                                10-19 3PT rating - 15ft range
                                20-29 3PT rating - 18ft range
                                30-49 3PT rating - 20ft range
                                50-59 3PT rating - 23ft range
                                60+ 3PT rating - 25ft range

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