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JRT2006's Madden Scouting Tool
This is a discussion on JRT2006's Madden Scouting Tool within the Madden NFL Football forums.
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View Poll Results: What are the two most important info screens for Madden Management? | |||
Roster & Upcoming FA | 4 | 15.38% | |
Roster & Team Needs | 3 | 11.54% | |
Roster & Salary Info | 1 | 3.85% | |
Upcoming FA & Team Needs | 3 | 11.54% | |
Upcoming FA & Salary Info | 0 | 0% | |
Salary Info & Team Needs | 2 | 7.69% | |
Roster & Top Scouted Prospects | 7 | 26.92% | |
Team Needs & Top Scouted Prospects | 4 | 15.38% | |
Salary Info & Top Scouted Prospects | 2 | 7.69% | |
Other (Please describe in Thread Reply) | 0 | 0% | |
Voters: 26. You may not vote on this poll |
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09-26-2014, 01:00 AM | #33 | ||||||||||||||||||||
Rookie
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Re: JRT2006's Madden Scouting Tool
-I think I mistakenly placed letters grades on the wrong player, unfortunately I think that player may have been the LOLB I had at #1. Comparing his grades during the draft (after I drafted him but before the draft was over) a lot of his grades were not the same as what i had recorded on the tool. Also, I had an LOLB with no grades, I had typed his name and projected round in, but there were no grades. So i think I made a mistake there. Sadly, the player I had blank was selected shortly after my LOLB, and Shefter had loads to say about him. -After the draft was over, i was comparing the ratings with the grades scores I had, I made some adjustments (mainly lowering some slightly and some a lot). I then generated a new board with the new grades, the board looks a lot better as far as rankings go now. Not sure if I wouldve had a better draft, but I may have taken a different approach. -This was my first draft scouting less than 9 attributes for some positions and scouting more for others. I scored big on CB's in this draft and I scouting 12 of their attributes. A lot of the other players, I did average to bad. You don't need to, but I'm liking the 9 attribute rule more and more. I may scout extra only for players in which I need an immediate starter in, but try to keep the minimum at 9 -I need to think of a strategy that allows me to have more of a selection each round. The end of the 2nd round, I had hardly any players projected to go in the 3rd and my options were to reach large for a player (need or not) or trade back. I need to think of a strategy to create more drafting options per round. |
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09-26-2014, 06:40 AM | #34 |
Rookie
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Re: JRT2006's Madden Scouting Tool
You have put a lot of time into this and it is greatly appreciated. I had great sucess with a test run last night. Found two 4th round gems and a 7th on a dummy run. Gonna give it a try on my Texas rebuild. Thanks again.
Sent from my GT-I9295 using Tapatalk
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09-26-2014, 09:46 AM | #35 | ||||||||||||||||||||||||
Rookie
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Re: JRT2006's Madden Scouting Tool
Any specific draft strategy you used? I was going the whole "must fit personnel and team scheme" route, but in the end that leaves me scouting a majority of 4-7th round players and a lot of Undrafted projections too. I'm thinking in the earlier rounds, where guys will be higher overalls regardless of team fit, I'm going to ignore the player type and scheme (for the most part). If I run an Attacking 3-4, I will scout anyone in a 3-4 base. Running a west coast, I'll scout anyone not in a run heavy system. This should allow me to find the best talent that isnt a team fit in the first 2 or three rounds, and I wont be left picking through low round prospects in the early rounds of the draft. I'm also going to aim for close to 9 scouted prospects per round, or if I pick early or late in a rate, withing 10 spots of my pick. This should give me more available options |
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09-26-2014, 10:22 AM | #36 |
Pro
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Re: JRT2006's Madden Scouting Tool
Loving this tool so far. Haven't got a test run in(will soon), but it's organizing my thoughts etc and lets me know what I need to scout(always forget...)
Only problem is I want to list like 5 things a 5 lol |
09-26-2014, 11:09 AM | #37 | ||||||||||||||||||||||||
Rookie
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Re: JRT2006's Madden Scouting Tool
I'd say first pick 10-12 positions (or if you want to do less) that you need and only scout those, maybe you can add positions if you have extra points at the end. Pick the 1-3 key skill attributes for each of those position that would fit your scheme, and probably one key physical attribute, depending on the position. Most key skills I would say have to be at least a 'B' (maybe a 'C'), and with an 'A' (or maybe 'B') in the key physical stat (speed or strength, I do acceleration for 3-4 OLB). You will be scouting every player in the position of need (at least one attribute maybe 2). But basically as soon as you see something below what I've stated above in a key attribute you move on and forget about him. So basically you scout the key attributes only first, and only fully scout the guys that meet the criteria in the key attributes. So far I've found a pretty good mix of guys spread throughout the rounds (although a little top heavy, but not overly so. If I'm on to something it seems like rounds 3-5 have a lot of potential in this draft. Maybe a bit light by the time I get to 6th/7th round though, but I did find some in that range too) This strategy probably only works with the double scout points and a good coach, although I'm almost done and still have about 1/3 of my points to spare, I don't expect to run out of points or anything and should even have some to spare at the end and may be able to unlock some of the top guys potential. Or alternatively, I may scout some of those perfect scheme fit guys that didn't make the initial cut, to see what they look like in other areas and maybe can make up for a few deficiencies add them to my list. I may also plan on dropping from 9 to 6 attributes for a lot of positions, because it seems like a lot of positions we only have 6 or so attributes where players actually have A's/B's/C's in. I'm still sort of undecided on this, as it may just be an issue with some of the attributes I am scouting (safeties and tight ends are tricky for me because a 'C' for some of their attributes is actually good, so it throws off their OVR grade on your board in relation to players at other positions). I may just change a few of attributes I am targeting in the future instead. But long story short I've found that certain positions may be over or under valued by the software if 2 or 3 of their attributes are all 'C's and possibly 'D's. I figure if I limit to 6 it may put everyone on a more even level, but again I don't know and I initially planned for 9 so I may just go back to 9 and next year change it up a bit. But anyway, then at the end if the grades are close at draft time, I plan on going with a player that is a direct scheme fit over one that is not. But I am only going to use that as sort of a tiebreaker. Because the I figure the attributes of the player are more important than whatever system they played in college. It's nice to get the extra XP for a scheme fit, but ultimately I think I'd rather have the player's with the optimum attributes to fit your scheme rather than the player who played in your scheme in college. I will let you know how this works I plan on drafting tonight. Last edited by burth179; 09-26-2014 at 11:18 AM. Reason: add a point |
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09-26-2014, 01:28 PM | #38 |
Rookie
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Re: JRT2006's Madden Scouting Tool
One of the things I am struggling with is the grade value assignments being equal across positions and attributes. This has already been mentioned, but for example, I consider a TE with "B" speed to be of equal (or near equal) value of a WR with "A" speed. Lots of WR's out there with "A" speed. It's their combination of other skills that make them great players (size, agility, jumping, hands). Likewise, a TE with "B" speed is a great start, but without other skills, he is just a fast player.... and likely plays for the Raiders.
I almost think we would need to compile a grade/value ranking system by position, further broken down by trait. For example, perhaps a "B" rating in speed for a TE equates to a score of 86 and an A score equates to a 92 or 93. A TE with 90+ speed is very rare and very difficult to stop, assuming he can actually catch or move (agility). Same thing for LB's. B speed is actually really good. Maybe it's not "A" value good, but it also shouldn't be on equal footing ratings wise with "B" speed for a DB. Just some food for thought. I am going to play around with the program this weekend, maybe sim a few seasons and try some different settings to see if I can help refine this awesome tool!
EarthboundMysfit likes this.
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09-26-2014, 01:50 PM | #39 | ||||||||||||||||||||||||
Rookie
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Re: JRT2006's Madden Scouting Tool
EDIT - Although come to think of it, I haven't had too many good safeties or tight ends come through my first few drafts that I noticed (and the one safety I did get that was a superstar had attributes better than all the safeties I have scouted this draft). So maybe it's just more of a "Safeties and Tight Ends suck" in these draft classes issue more than anything else? An alternative would be to basically weed out the prospects who don't meet the physical requirements yourself, and only use the tool to measure comparative skills. Scout to figure if he's good enough for your physically, and then use this for skills type of thing. Another thing I was thinking was instead of doing the whole '5', '3', '2' weighting system, give every position 100 points (or some number) to divide amongst all attributes. Basically customizing the weight of attributes to whatever you set (a zero would blank out the column), but still keeping everything even. That was just a thought I had. I used to do VB/Excel stuff but haven't done it in years so it would probably take me forever to figure out how to adjust it myself. (But I can offer some suggestions lol) Last edited by burth179; 09-26-2014 at 03:29 PM. Reason: Add a point |
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09-26-2014, 03:52 PM | #40 |
MVP
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Re: JRT2006's Madden Scouting Tool
This is an amazing tool! Great for GMs like myself. It's good to have a way to analyze and rank all of your prospects, not just by position. Thank you for the work that you put into it JRT!
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