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OVR value versus CAP Value

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Old 10-10-2017, 02:49 PM   #1
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OVR value versus CAP Value

I believe we generally understand that OVR value does not necessarily indicate how well a player will perform, and we have seen many articles outlining what is important for each position and what not, but there is still a veil of secrecy or unknown when it comes to finding players that really truly perform better when appearing equal on many levels like OVR rating.

Now there is a theory that the CAP value, which is a value seen on player cards in MUT actually indicate more accurately how well a player will perform at their given position, and if this is true, I am also finding that having just one rating high in a key rating for that position can mean much more than an over balance of ratings.

I am curious if anyone else has considered this theory and/or has tested it and then what have been you results?


NOTE: This is not about playing MUT, as anyone can easily look on the Auction at player cards and compare CAP value, which is located in the upper left corner of each card, and get a general idea of what creates a higher value player and then transfer that knowledge to CFM or Play Now by matching key ratings...

What I am seeing is, for interior offensive linemen, don't even worry about pass blocking as run block appears to mean almost everything, while pass blocking means everything for tackles, and this means sacrificing almost everything else for that small boost in the appropriate rating for each position.

Again, thoughts? ideas? experiences?
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Old 10-10-2017, 05:28 PM   #2
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Re: OVR value versus CAP Value

CAP value in MUT Salary Cap is a better indicator for how strong a player will perform in competitive play because it weighs mental attributes like AWR / PRC less and physical attributes such as SPD / ACC / JMP more.

This is the case because user control - which competitive play emphasizes - overrides the AI logic which checks AWR / PRC in many cases. In addition, starting with M18 in the competitive game style certain user control mechanics become requirements for successful play, whereas in simulation style the AI will make many plays for you based on player ratings.
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