07-14-2012, 11:22 PM
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#14
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Pro
OVR: 21
Join Date: Jan 2007
Location: brooklyn, ny
Posts: 1,987
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Re: The Ratings Break Down - NCAA 13 Edition
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Originally Posted by khaliib |
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To really get the best out of the Player Ratings, folks will have to throw out the OVR ratings for Team and Player and focus on the skillset each player will bring to the team.
Stamina Rating
actually has an affect on Ratings in the game (Dynasty only) were players play/movements are affected.
-Players begin to slow during a play
-Position skills are affected
-Injuries are tied into this rating (though realistic, not to sure I like this!!!)
**(The "ONLY" kicker is...., that the rating threshold needs to be below 50 for all players to be seen during plays and the sub-out needs to be set really low or to 1 for some positions)
Since I like lowered ratings and utilizing more of the scale, I max out these sliders to 100% and utilize the Specific Position Rating to differentiate between players of the same position.
Don't want to derail this this thread with Slider Discussions (hope guys don't do that), but to max the weight on certain ratings, some global sliders should be placed at 100% when using these suggestions.
QB Throw Accuracy Slider
-Seems to be tied into the ratings for Catch Animations attempted by both CPU/Hum and not so much the Accuracy of the QB.
-The 1st half of Catch Animations are triggered according how we push the L-Stick (locations/zones) on a pass.
-The 2nd half is links to the SPC Catch rating to drive which Catch Animation will play out/attempt.
-Higher SPC's will give us more dynamic attempts.
-At 100, all catch locations/zones around a Player are available (lowering only limits the zones that catch animations are programmed to)
QB Throw Accuracy Rating
-dictates how far "AWAY" from player the ball will be.
-the higher the rating, the more exact/pinpoint to the Receiver the pass will be, thus minimizing zones available which limits catch animations and why you can't throw to a area/space.
(still testing to find out what the rating needs to be set at to allow throw attempts to be placed 3,4,5 etc... yrds away from the player on a more exact scale)
RB Ability Slider
-Affects all Ball Carriers, not just RB/FB
-Makes all RB running/break tackle animations available, while differentiation being placed on the Position Ratings of the RB/Ball Carrier.
(You must lower SPD/ACC/AGL down as Skillz has noted to let the ratings dictate the type of ballcarrier while removing the Superman Robo-RB when done with rosters that maintain such high ratings in these areas)
Ball Carrier Ratings
-Lower STR Ratings drive that "Maul" type of tackle animation were they are driven to ground
-Middle STR Rating drives that ugly RB/Tackler "Stalemate" animation
-Higher STR Rating drives that "Falling forward through the Tackle" animation
**not to high as Skillz noted
NOTE:
The SPEED Threshold Slider seems to work the same as the Sliders I noted (and others to follow) and how it links with Ratings and drives Animations that come from them.
With lowering Ratings away from high ranges, at 100% (that's right) all Animations are made available while placing all the weight on the Ratings.
**Still testing (in Dynasty) to see the impact it has on each position, but...
-thus far, it seems to impact how hard DE's/OLB rush the QB and Def players attack the PAT/Punt from the edge (ie block attempts)
I'll be back, I want to test/verify a couple of thoughts that just popped into my head concerning K/P Sliders and their ratings pertaining to Blocked Kicks.
Thanks Skillz for starting this thing again.
There are definite some things we can do to get the most out of what's here.
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very interesting read, i am very interested to hear more if you ever do a detailed write up
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