High motor/Clutch trait

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  • Jagsfan24
    MVP
    • Mar 2016
    • 1854

    #1

    High motor/Clutch trait

    I know we have been discussing this trait forever it seems, but just curious if anyone leaves this trait on for all the players or only for 90+ rated guys? What difference have you noticed?

    Again just curious, as i turn the high motor off for everyone and leave clutch on for the 90+ rated guys
  • Ren The Conqueror
    Gaming Avenger
    • Aug 2016
    • 2744

    #2
    Re: High motor/Clutch trait

    Originally posted by Jagsfan24
    I know we have been discussing this trait forever it seems, but just curious if anyone leaves this trait on for all the players or only for 90+ rated guys? What difference have you noticed?

    Again just curious, as i turn the high motor off for everyone and leave clutch on for the 90+ rated guys
    My take:

    These two traits seem to be rating inflators on more of a global level.

    High motor will give players with the trait a boost throughout the game, while the clutch trait yields a similar effect in clutch situations.

    Essentially, these traits cause players to play above and beyond their ratings - in theory.

    I am leaving both of these on this time around, and plan to do so for the duration of the cycle, as I have opted to shy away from traits edits.

    Trait editing can provide some nice results in terms of gameplay, though that too, can lend itself to unintended consequences just as adjusting sliders can.

    It's trial and error, and it's all in the eye of the beholder.

    I haven't tested with these traits off much this cycle, but I can tell you that turning them off seemed to have a lesser effect to me than in the past when I did do so; I'll defer to the guys that have spent more time with trait edits this year.

    Big hitter is one that I cannot stand due to the animations tied to it, but is relevant to gameplay in terms of causing fumbles, breaking up passes and causing injuries....

    If I were to touch any of the traits, I might start my turning big hitter off for all DL, and limiting it to specific S's and LB's.

    FWIW, I could also live without high motor and clutch, but I do feel there is a purpose to having them both on for appropriate players.

    Your difficulty setting is also essential to the high motor / clutch traits, as they can be overinflated more so on AM.

    Turning these two off across the board can make the came feel a little flat.

    Hope this helps!
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    Comment

    • BsG STyLes
      Pro
      • Sep 2017
      • 760

      #3
      Re: High motor/Clutch trait

      Originally posted by Raider_Ren
      My take:

      These two traits seem to be rating inflators on more of a global level.

      High motor will give players with the trait a boost throughout the game, while the clutch trait yields a similar effect in clutch situations.

      Essentially, these traits cause players to play above and beyond their ratings - in theory.

      I am leaving both of these on this time around, and plan to do so for the duration of the cycle, as I have opted to shy away from traits edits.

      Trait editing can provide some nice results in terms of gameplay, though that too, can lend itself to unintended consequences just as adjusting sliders can.

      It's trial and error, and it's all in the eye of the beholder.

      I haven't tested with these traits off much this cycle, but I can tell you that turning them off seemed to have a lesser effect to me than in the past when I did do so; I'll defer to the guys that have spent more time with trait edits this year.

      Big hitter is one that I cannot stand due to the animations tied to it, but is relevant to gameplay in terms of causing fumbles, breaking up passes and causing injuries....

      If I were to touch any of the traits, I might start my turning big hitter off for all DL, and limiting it to specific S's and LB's.

      FWIW, I could also live without high motor and clutch, but I do feel there is a purpose to having them both on for appropriate players.

      Your difficulty setting is also essential to the high motor / clutch traits, as they can be overinflated more so on AM.

      Turning these two off across the board can make the came feel a little flat.

      Hope this helps!
      I 2nd that I've been playing wit certain traits on and off my self a must player traits on is WR HB FB TE RaC on makes sidelines catches on High motor off I really haven't messed wit clutch but makes sense to have certain players wit it just as big hitter certain players should have this trait on wit hit power above 90 also EA roster seems to have most players with this trait on which turns the game into WWF hits on every tackle trait should be on certain players FS SS n LBs maybe some DB rare [emoji817]

      Sent from my VK810 4G using Operation Sports mobile app

      Comment

      • mpd3892
        Rookie
        • Aug 2005
        • 494

        #4
        Re: High motor/Clutch trait

        Something to keep in mind when trying to decide whether to keep High Motor on or off is that generated offensive rookies very, and I do mean very, rarely come with it on.

        Looking through more than 10 draft classes, I found 1 HB who had it on. All others I checked (nearly every player drafted above 65) did not have it on. Remember this is offensive players only. The majority of defensive players appear to have it on.

        Raider_Ren is pretty spot on with his assessment of the traits. Comes down to personal preference in the end.

        Comment

        • Iteachpercussion
          MVP
          • Jul 2012
          • 1815

          #5
          Re: High motor/Clutch trait

          As a classic roster maker, I used the global edits and turned high motor and clutch off for everyone. I made other global edits as well based in iMacs ideas.

          However, as the game has been patched, I now regret using complete global edits. The traits have their place and can be used to really differentiate players on the field. Overall, EAs roster overused the high motor trait causing it to basically be useless. I think it is important for some players to have and important other players do not have it.

          I think the clutch trait is also important. There is no doubt that some players really excel when they have to.

          Comment

          • Jagsfan24
            MVP
            • Mar 2016
            • 1854

            #6
            Re: High motor/Clutch trait

            I’m starting to leave the clutch trait on for the high rated players and I might start leaving the high motor trait on for like 85+ rated players. See how that does

            Comment

            • StefJoeHalt
              MVP
              • Feb 2014
              • 1058

              #7
              Re: High motor/Clutch trait

              Here is my thought and it only goes for High Motor..my feeling is no OLine should have it on..it seems to cause at times crazy reads by guards in particular, to be able to read when a OT is getting beat, and crazy warping to assist with blocking..I could be crazy..would like others opinion on that


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              • BsG STyLes
                Pro
                • Sep 2017
                • 760

                #8
                Re: High motor/Clutch trait

                Originally posted by StefJoeHalt
                Here is my thought and it only goes for High Motor..my feeling is no OLine should have it on..it seems to cause at times crazy reads by guards in particular, to be able to read when a OT is getting beat, and crazy warping to assist with blocking..I could be crazy..would like others opinion on that


                Sent from my iPhone using Operation Sports
                Yes so true with OLine warping and defenders getting sucked into an animation I turn High motor off for all OLine I really don't know if EA fixed any of this but I've been doin this since madden 19 came out plus I see smoother animations when these traits are off like big hitter high motor and clutch. But I might start turning. Clutch on on certain players star players lets see?

                Sent from my VK810 4G using Operation Sports mobile app

                Comment

                • Darth Aegis
                  Lord of Suffering
                  • Jul 2012
                  • 4169

                  #9
                  Re: High motor/Clutch trait

                  I'm using a slew of trait edits and gameplay has been way better for my tastes. If I had to pick the main ones (if playing on AM) it would be clutch off, high motor off, & maybe big hitter on for few elites. With clutch on for the CPU on Am your going to see some last minute robo cheese by the CPU & probably bust a controller, but that's intended with the trait activated. Plus EA has at least 90% of the roster saturated with high motor traits on yes. You're a 65 overall LT you get a High Motor! You're a 73 RG you get a high motor! No rhyme or reason on how that trait is handed out. I think the game can be enjoyed either way, but it really comes down to what you want or can stomach.
                  Last edited by Darth Aegis; 01-22-2019, 11:00 PM.
                  OS needs a Thumbs DOWN button

                  Playing:

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                  • tommycoa
                    MVP
                    • Nov 2008
                    • 4982

                    #10
                    Re: High motor/Clutch trait

                    This may sound lame, but i bet the reason 90 percent have High Motor is because it’s kinda awkward to not give it to players. It’s almost like saying someone is lazy or doesnt play hard if it’s on. It’s kind of surprising we’ve got a trait like this in the first place. But it does seemed toned down to the right amount with the generic draft classes, or so it was early in the release. Truly seemed perfectedly toned down when i was analyzing it. Didn’t take count, but i’d Say it’s 60-65 percent in the draft classes have this trait. So after a while, a third of the league will not have high motor. Which is a much better percentage because high motor guys will stick out more.

                    Originally posted by DaReal Milticket
                    I'm using a slew of trait edits and gameplay has been way better for my tastes. If I had to pick the main ones (if playing on AM) it would be clutch off, high motor off, & maybe big hitter on for few elites. With clutch on for the CPU on Am your going to see some last minute robo cheese by the CPU & probably bust a controller, but that's intended with the trait activated. Plus EA has at least 90% of the roster saturated with high motor traits on yes. You're a 65 overall LT you get a High Motor! You're a 73 RG you get a high motor! No rhyme or reason on how that trait is handed out. I think the game can be enjoyed either way, but it really comes down to what you want or can stomach.
                    For an alltime legends team on xbox, search usertag haughtypine7723

                    The file is called xboxassantesgreatestever.

                    Teams finished:
                    Bears, bills, browns, KC, Dall, Miami, Philly, ATL, SF, NYG, Jags, GB, NE, OAK, Rams, Ravens, WASH, NO, PITT, broncos, Texans, panthers, vikings, colts

                    Comment

                    • tommycoa
                      MVP
                      • Nov 2008
                      • 4982

                      #11
                      Re: High motor/Clutch trait

                      For teams this year, i’d Say the patriots should all have clutch turned ON because they all seem to play higher than their ratings, but that also include lowering their overalls. Would be really cool to see how that worked out if you tested it. Make the pats be more role players. Lot of people saying this is their worst Super Bowl team with Brady. I bet if you were to do it this way with lower-rated players, it’d work more as a rise up and make a play when we need to type trait.

                      Just a hypothetical and different way to look this trait.


                      Originally posted by Raider_Ren
                      My take:

                      These two traits seem to be rating inflators on more of a global level.

                      High motor will give players with the trait a boost throughout the game, while the clutch trait yields a similar effect in clutch situations.

                      Essentially, these traits cause players to play above and beyond their ratings - in theory.

                      I am leaving both of these on this time around, and plan to do so for the duration of the cycle, as I have opted to shy away from traits edits.

                      Trait editing can provide some nice results in terms of gameplay, though that too, can lend itself to unintended consequences just as adjusting sliders can.

                      It's trial and error, and it's all in the eye of the beholder.

                      I haven't tested with these traits off much this cycle, but I can tell you that turning them off seemed to have a lesser effect to me than in the past when I did do so; I'll defer to the guys that have spent more time with trait edits this year.

                      Big hitter is one that I cannot stand due to the animations tied to it, but is relevant to gameplay in terms of causing fumbles, breaking up passes and causing injuries....

                      If I were to touch any of the traits, I might start my turning big hitter off for all DL, and limiting it to specific S's and LB's.

                      FWIW, I could also live without high motor and clutch, but I do feel there is a purpose to having them both on for appropriate players.

                      Your difficulty setting is also essential to the high motor / clutch traits, as they can be overinflated more so on AM.

                      Turning these two off across the board can make the came feel a little flat.

                      Hope this helps!
                      For an alltime legends team on xbox, search usertag haughtypine7723

                      The file is called xboxassantesgreatestever.

                      Teams finished:
                      Bears, bills, browns, KC, Dall, Miami, Philly, ATL, SF, NYG, Jags, GB, NE, OAK, Rams, Ravens, WASH, NO, PITT, broncos, Texans, panthers, vikings, colts

                      Comment

                      • Darth Aegis
                        Lord of Suffering
                        • Jul 2012
                        • 4169

                        #12
                        Re: High motor/Clutch trait

                        Originally posted by tommycoa
                        This may sound lame, but i bet the reason 90 percent have High Motor is because it’s kinda awkward to not give it to players. It’s almost like saying someone is lazy or doesnt play hard if it’s on. It’s kind of surprising we’ve got a trait like this in the first place. But it does seemed toned down to the right amount with the generic draft classes, or so it was early in the release. Truly seemed perfectedly toned down when i was analyzing it. Didn’t take count, but i’d Say it’s 60-65 percent in the draft classes have this trait. So after a while, a third of the league will not have high motor. Which is a much better percentage because high motor guys will stick out more.
                        It's a silly trait imo. Same can be said for fight for extra yards. Every ball carrier is fighting for extra yards, makes no sense that some if not most have this off.
                        OS needs a Thumbs DOWN button

                        Playing:

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                        • dc thompsoncanyon838
                          Pro
                          • Apr 2016
                          • 728

                          #13
                          Re: High motor/Clutch trait

                          This new thread is soaring.right out of the gate. I find the settings of players traits to be vital to GamePlay. After downloading the season ending roster by ea I checked out what some of the players had been set at. I found many settings incorrect that to me would alter game play. Unrealistic fumbles.is a result.of to many players being.set to Big hitter and Strips ball. To me only the standout players should have these On. Plays ball in air set to Aggressive (similar to ball hawk on) for to many players results in to frequent interceptions and players simply jumping in the air to swat ball. Again I feel that only.the standout type of player should be set with these. Of course this is all personal preference. Coach Mode is what I mostly do and I feel that CPU gameplay of the QB is the most.important settings. Style I have set at Balanced. Senses Pressure Paranoid. Forces ball is Conservative. Testing both Traits and Sliders I do by Spectating a game to see the overall picture. The posts here are.very informative so please keep them coming in !

                          Comment

                          • JoshC1977
                            All Star
                            • Dec 2010
                            • 11564

                            #14
                            Re: High motor/Clutch trait

                            I have tried some of the trait adjusted rosters and honestly, have not been fond of the effects of turning off high motor globally (it feels very "soft" and "easy" to me - and yes, I realize they aren't quantifiable terms, but there is no other way I can describe it). But, I'm also not fond of EA's approach to giving high motor to like 75% of players in a roster but I haven't observed a lot of major issues either. Moderation is the key in my opinion (and it cuts both ways). I literally just posted last night in my thread that I had done an update to a 1985 roster which had high motor turned off globally. I turned it back on, but just for top-tier(ish) players - and it really helps them to stand out above the rest....which is what people are always clamoring for, we want the top guys to stand out. Now, of course, all of this is on All Pro.

                            All Madden is a little different animal. I think most of us would agree that players are more aggressive on All Madden - they "fight" harder to make plays and so on. My hypothesis is that if you couple that inherent aggression on All Madden with rosters that have a significant number of guys with high motor turned on, you start getting a lot of wonky animations (like they have "double high motor" or something). This is why I think a lot of people (who play on AM) have embraced the approach of just nixing the trait altogether - and it makes total sense.

                            In my opinion,

                            All Pro - leave high motor "as is" or leave it enabled only for high-end players
                            All Madden - removing high motor globally or using a more moderate approach makes sense.

                            Anyways, that's my take on High Motor. I haven't done much of anything with any of the other traits so I will not speculate on any of them.
                            Play the games you love, not the games you want to love.

                            Comment

                            • tommycoa
                              MVP
                              • Nov 2008
                              • 4982

                              #15
                              Re: High motor/Clutch trait

                              For the past two years, the high motor trait screws with game more upon release, but it gets more balanced and unnoticeable as the patches arrive. Thats why i tried to tell people to not waste time at the start of the year. Turning it off across the board really takes the heart oout of the players. Just a knee jerk reaction to turn it off for everybody on release. By the time they got through editing this globally, the game was fixed. I think ea fixed the OP of high motor with the September patches. Like DC said, the one that really hurts is the overabundance of plays ball aggressively. Especially for linebackers. Patches and sliders have fixed this stuff a lot, but it can rear it’s ugly head from time to time, having. Few too many deflections. But this mostly happens in blowout games where one team becomes predictable with the pass.

                              Originally posted by JoshC1977
                              I have tried some of the trait adjusted rosters and honestly, have not been fond of the effects of turning off high motor globally (it feels very "soft" and "easy" to me - and yes, I realize they aren't quantifiable terms, but there is no other way I can describe it). But, I'm also not fond of EA's approach to giving high motor to like 75% of players in a roster but I haven't observed a lot of major issues either. Moderation is the key in my opinion (and it cuts both ways). I literally just posted last night in my thread that I had done an update to a 1985 roster which had high motor turned off globally. I turned it back on, but just for top-tier(ish) players - and it really helps them to stand out above the rest....which is what people are always clamoring for, we want the top guys to stand out. Now, of course, all of this is on All Pro.

                              All Madden is a little different animal. I think most of us would agree that players are more aggressive on All Madden - they "fight" harder to make plays and so on. My hypothesis is that if you couple that inherent aggression on All Madden with rosters that have a significant number of guys with high motor turned on, you start getting a lot of wonky animations (like they have "double high motor" or something). This is why I think a lot of people (who play on AM) have embraced the approach of just nixing the trait altogether - and it makes total sense.

                              In my opinion,

                              All Pro - leave high motor "as is" or leave it enabled only for high-end players
                              All Madden - removing high motor globally or using a more moderate approach makes sense.

                              Anyways, that's my take on High Motor. I haven't done much of anything with any of the other traits so I will not speculate on any of them.
                              For an alltime legends team on xbox, search usertag haughtypine7723

                              The file is called xboxassantesgreatestever.

                              Teams finished:
                              Bears, bills, browns, KC, Dall, Miami, Philly, ATL, SF, NYG, Jags, GB, NE, OAK, Rams, Ravens, WASH, NO, PITT, broncos, Texans, panthers, vikings, colts

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