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Ratings and Line interaction, how they tie together

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Old 04-29-2011, 03:39 PM   #9
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Re: Ratings and Line interaction, how they tie together

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Originally Posted by smuurph84
so it doesn't really matter what a lineman has for run block and pass block? does this factor in anyway? great work by the way. this will really change how i deal with recruiting

I think the pass and run block ratings are more for when simming games.
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Old 04-29-2011, 05:59 PM   #10
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Re: Ratings and Line interaction, how they tie together

Yeah Adem said it a few weeks or few months ago that pass block and run block is only used in simming games, not actual play now games.

Just like awareness means more then Throwing Accuracy in simming games. But in actual play now games, throw accuracy means more then awareness when it comes to QB accuracy.

Like currently I got all QBs with 99 awarenes but rated the accuracy to what it should be for that particular player.

So for like Denard Robinson, I got him at 76 THA. During play now games even with 99 awareness he misses a good amount of throws and a couple of Interceptions.

Also when it comes to simming games, Truck rating means more then Break Tackle.

Strength effects BTK, TRK and Stiff arm. Unless a player has at least 80 strength, BTK, TRK and stiff arm won't be that effective.

Strength also effects hit power and tackle. Players tend to run through tackles more with tacklers who have low strength, that is why most CB tackles get broken even though they are rated in the 70s for tackle.

Awareness, BCV, PRC are all tied together. If awareness is low, it will severely drag down the effect of BCV and PRC. Low awareness defenders will get fooled way more often and take longer to adapt to the same play being called over and over again, even if they have a 99 PRC.

Agility, SPC and awareness is tied together as well. The more agility and SPC a WR has, the better they are when it comes to toe dragging catches, low catches, one handed catches. However a low awareness will drag down those ratings. But I have noticed a 60 awareness and 75 catch WR will still catch a hell of a lot of passes. Get in the 40s and 50s though, they will drop more passes.

Far as line interaction......low awareness people false start more, offside more, hold and clip more. They will also miss blitz pick up and not double team as often.

Pursuit seems to be how fast they can catch up to you. It also allows them to change direction with ease. So in a sense it is kind of like a momentum rating for the defense. Because even at 0 agility but 90 pursuit, defenders can still change direction on a dime.

Lower it down to the 30s and 40s then defenders can't cut on a dime at full speed anymore. However if they still have fast speed and acceleration they can still run you down some of the time, depending on how much of a jump you had on them.

Amazingly pursuit don't effect the angle they take to get to you at all. Because even with pursuit at 30, defenders still took good angles. So to me it is their awareness rating that determines how good of an angle they use.
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Old 04-30-2011, 05:18 AM   #11
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Re: Ratings and Line interaction, how they tie together

There's is a misconception on the boards about what awareness actually effects on the field. I like to build rosters around players with high awareness because. Awareness effects how a QB reads the blitz and it also helps him to spot the open reciever during actual gameplay vs the CPU

Wr's use awareness when they are running option routes

DB's and LB's use Awareness to help them locate the ball when it's in the air....a guy can have 90 man coverage and 90 zone coverage and not ever attempt to locate the ball if his awareness is too low

Awareness helps blockers to pick up defenders who would normally go unblocked and unabated to the Qb......for many years OL would just stand and watch defenders come free and not attempt to block him that is tied into awareness

Awareness helps all players recognize a turnover......for example if there's a fumble a guy with high awareness will look to pick up the ball or dive on the ball quicker than a defender with low awareness.

As for the Blocking Ratings this game is incredible when you edit the OL's footwork and IMPACT BLOCK ability.....edit the players correctly and you can you make Offensive dominant in pass protection and others suck.....you can create True dominant run blocking lines better than anything you'll ever see released by EA

Pockets form like true pockets and OT's render some nice animations when blocking on the edge if you edit them appropriatley. You can edit a guy to be a mauler like Aaron Gibson so that his strenght is his most effective rating on the field or you can creat atheletic quick blockers who won't beat you with strength but rather their footwork......

There are lots neat little tricks hidden in gameplay behind the ratings

For example once you start to lower the jump ratings of all players you start to see the best realism between CB's and Wr's going up for passes

As it stand right now way too many guys have a jump rating of 90+ reflecting no differences between a 5'10 DB or 6'4 WR.....there are very few players who actually have a 40 inch vertical leap but EA loves to OVERATE the verticals in this game
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Old 04-30-2011, 01:12 PM   #12
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Re: Ratings and Line interaction, how they tie together

Do tell us Playmaker ALL the little tricks you know. No sense in holding back since you know 99% of people aren't going to re-edit the entire roster anyway.

But anyway I have noticed some ratings do have an invisible cut off point of effectiveness for certain positions and if you go past this number they actually start to play worse.

Same thing as for certain positions there is an invisible starting point that you must reach before that rating actual do anything.

For example RBF. You put this at 90 or above and you will see them push the DL 6 yards back on running plays. If RBF is in the 70s and the DL Power Moves is in the 80s, the DL will push the OL backwards on running plays.

When there is a 10 number seperation between the 2 is when you see the most visible pushing. If the 2 are even, it will just be a stonewall, no hole at all.

I also noticed DL with power moves in the 70s are the ones who get pancaked the most on passing plays and running plays.
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Old 04-30-2011, 01:42 PM   #13
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Re: Ratings and Line interaction, how they tie together

Good to still see you at Skillz!!!

Adding my little flavor to the cake.

Hit Power in both games dictates how aggressive the Def player will be to the "Ball" not necessary to the player. (key word Ball)

Crank the rating to 99 and you'll see an aggressiveness to the 'Ball" that's missing.
Animations that are not normally seen will come to life.

When linked together with the other rating suggestions the game comes alive.

I wish they give us a Global Rating Editor like in NBA Live 10 so we can just edit a rating up or down as a whole vs doing 1,000's of single players.

The frustrating part is that with all this useful information found that has a positve effect on the game, ther's been "0" communication with a Dev and even worse, we still see some of the things happing in the '12 videos released.

I agree Play on the Jump rating.
This has been known and given to Dev's for the past 3 years, but it still remains the same.
So we see in some areas, there is this stonewall to change for some reason unknown to us.

Last edited by khaliib; 04-30-2011 at 01:46 PM.
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Old 05-02-2011, 07:06 AM   #14
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Re: Ratings and Line interaction, how they tie together

Interesting stuff guys. Can the strength of a defensive player override the blocking skills of the offensive line? For example, if a DT has 95 strength, and power and finesse moves at like 75, will that be enough to overpower a lineman that has RBF at 85, and strength of 80?
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Old 05-02-2011, 07:13 AM   #15
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Re: Ratings and Line interaction, how they tie together

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Originally Posted by hrd12
Interesting stuff guys. Can the strength of a defensive player override the blocking skills of the offensive line? For example, if a DT has 95 strength, and power and finesse moves at like 75, will that be enough to overpower a lineman that has RBF at 85, and strength of 80?
I have been wondering about questions like these as well. Does anybody have an idea or are we pretty much out of luck unless EA releases the formulas.
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Old 05-02-2011, 12:00 PM   #16
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Re: Ratings and Line interaction, how they tie together

Quote:
Originally Posted by hrd12
Interesting stuff guys. Can the strength of a defensive player override the blocking skills of the offensive line? For example, if a DT has 95 strength, and power and finesse moves at like 75, will that be enough to overpower a lineman that has RBF at 85, and strength of 80?
No.....unless power moves is in the mid 80s or higher, his strength won't have an effect at all. Same thing with finesse moves.

I seen a lot of DT's with mid 90s strength get pancaked a lot by weaker guards simply because their power moves was in the 70s.
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