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Does the AWR rating have an affect in the game for AI controlled players?

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Old 10-04-2011, 04:04 PM   #1
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Does the AWR rating have an affect in the game for AI controlled players?

I've seen all kinds of theories on what the AWR rating does. Does anybody really know whether it matters. For instance, does a CB with a 60 AWR rating and 99 MC and 99 ZC cover better then a CB with 99 AWR and 80 MC and 80 ZC?

I do know that if you have an Oline with low AWR they will tend to give up more sacks due to not picking up blitzers and defensive stunts.

Any help on this subject would be great.

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Old 10-04-2011, 04:26 PM   #2
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Re: Does the AWR rating have an affect in the game for AI controlled players?

Quote:
Originally Posted by DaMenace18
I've seen all kinds of theories on what the AWR rating does. Does anybody really know whether it matters. For does a CB with a 60 AWR rating and 99 MC and 99 ZC cover better then a CB with 99 AWR and 80 MC and 80 ZC?

I do know that if you have an Oline with low AWR they will tend to give up more sacks due to not picking up blitzers and defensive stunts.

Any help on this subject would be great.
AWR is the reaction to the ball when the ball is in the air. Therefore, if a CB has a high man coverage (99 MCV) he will stick closer to his man on the route but when the ball is in the air towards the reciever, his reaction to the ball in the air will be slower than the reaction of a WR with a higher catch or route run rating.

Of course, since EA will not explain exactly how this works, this is just a theory basesd of of what Ian Cummings explained AWR to b for a defensive back. Hope this helps...
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Old 10-04-2011, 04:52 PM   #3
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Re: Does the AWR rating have an affect in the game for AI controlled players?

I think they all matter, to different levels. They're all factors in the dice roll that affects the results.
Good coverage but low awareness may well make a DB susceptible to play action. Poor awareness well may make a OL block the wrong player, even if good blocking ratings mean he blocks that player well.
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Old 10-04-2011, 05:01 PM   #4
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Re: Does the AWR rating have an affect in the game for AI controlled players?

Quote:
Originally Posted by Richieh
I think they all matter, to different levels. They're all factors in the dice roll that affects the results.
Good coverage but low awareness may well make a DB susceptible to play action. Poor awareness well may make a OL block the wrong player, even if good blocking ratings mean he blocks that player well.
Yeah that's exactly what i tend to believe, especially the part about OL blocking the the right blitzers and stunts.
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Old 10-04-2011, 08:20 PM   #5
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Re: Does the AWR rating have an affect in the game for AI controlled players?

I found this not too long ago. Here's the link and here's the jist of the article:

http://madden12.hubpages.com/hub/An-...adden-Football

Attributes and Ratings in Madden Football
These are definitions of Madden attributes, actual implementation is based on the internal programming.
(OVR) Overall - The overall rating of a player depending on key attributes for his position
(SPD) Speed - The top speed a player can run
(ACC) Acceleration - How fast a player reaches top speed
(STR) Strength - The player's strength,
(AGI) Agility - How fast a player can switch directions and how much space it takes to do so
(AWR) Awareness - A player's ability to react and adjust
(CTH) Catching - How well the player can catch
(CAR) Carrying - How well the player holds onto the football. A higher rating means the less chance of a fumble.
(THP) Throw Power - How far a player can throw the ball and how fast a thrown ball gets to its target
(THA) Throw Accuracy - How accurate a player throws, replaced by new attributes of short, medium and deep
THA (Short) - How accurate a player throws short passes
THA (Mid) How accurate a player throws medium passes
THA (Deep) - How accurate a player throws deep passes
(PAC) Play Action - Determines the play action effectiveness for the QB position
(RUN) Throw on the run - Accuracy when throwing on the run, rolling out or when feet are not set
(KPW) Kick Power - A kicker's power
(KAC) Kick Accuracy - A kicker's accuracy
(RBK) Run Block - How well a player run blocks, used mainly in simulated games only
(PBK) Pass Block - How well a player pass blocks, used mainly in simulated games only
(TAK) Tackle - A player's ability to tackle.
(JMP) Jumping - The player's ability to jump and how high
(RET) Return - Skill of the player as a punt or kick returner
(INJ) Injury - The likelihood of an injury
(STA) Stamina - The player's stamina level and how soon he will tire
(TGH) Toughness - A players ability to recover from injuries and the severity of injuries
(TRK) Trucking - Player's ability to run over a defender attempting a tackle
(ELU) Elusiveness - Likely the ability to escape tackles (or perhaps sacks)
(BCV) Ball Carrier Vision - Ability to spot the open field
(SFA) Stiff Arm - Players ability to stiff arm
(SPM) Spin Move - Players ability to spin
(JKM) Juke Move - Players ability with the juke move
(IBK) Impact Blocking - Blockers ability to make a leveling block in the open field
(RBK-STR) Run block strength - how well a player can succeed in locking up a defender while run blocking
(RBK-FT) Run block footwork - how well a player can succeed in pushing a defender while run blocking. Scales the speed of initial moves at the snap.
(PBK-STR) Pass block strength - how well a player performs when the defender is performing power moves against him
(PBK-FT) Pass block footwork - how well a player performs when the defender is performing finesse moves against him. Scales the speed of initial moves at the snap
(POW) Hit Power - The strength of the players hit, which can determine the success of a tackle or the possibility of a fumble, and ability to wear out or injure a player being hit
(PMV) Power Moves - The ability to bull rush, chuck and/or overpower a block
(FIN) Finesse Moves - The ability to perform swim moves and spins moves against a block
(BKS) Block Shedding - How well the player can shed a block.
(PUR) Pursuit - Skill in finding and pursuing the ball carrier and ability to take a direct line of pursuit on a quarterback or ball carrier
(PRC) Play Recognition - The ability to recognize plays
(MAN) Man Coverage - Man coverage skills
(ZONE) Zone Coverage - Zone coverage skills
(SPCTH) Spectacular Catch - Abilty to make spectacular catches such as one handed catches
(CIT) Catch in Traffic - Ability to catch when in coverage or surrounded by defenders
(RTE) Route Running Rating - ability to execute routes and cuts and the speed to execute routes and cuts
(PRESS) Press Rating - ability to maintain a press coverage around the line of scrimmage
(RELEASE) Release Rating - Ability to get around or beat press coverage
(SWG) Old Spice Swagger - The chance that a player will celebrate in the endzone
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