Attribute Meanings
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Attribute Meanings
I need some help here. I enjoy trying to edit rosters to make the game play realistically, but apparently I'm not sure what some of the ratings mean. For example, I understand that Accuracy for a QB dictates how accurate their passes will be. I thought, however, that Pass Read Coverage indicated how well they could read the defensive coverage scheme and affected when they threw to the open receiver. I have read on these forums that it affects how often a QB runs. It would really help me, and probably other people who are doing their own roster edits, if someone could post the real effect that each rating has on gameplay. Thanks in advance.Acts 2:38. Let the truth be told.
John 4:23. He is seeking a seeker.
John 3:20. Say no to normal.Tags: None -
Re: Attribute Meanings
All I did was copy this directly from Finns editor
Attributes Explained:
Speed:
Put simply, its how fast the player runs. Our ratings are based on each player's reported time in the 40 yard dash and is adjusted on a position-by position basis, so don't worry about comparing a QB's rating to that of a WR's
Agility:
This is how fast a player makes his cuts and changes direction. Our ratings are based on each player's reported time in the 10-, 20-, and 40- yard shuttles.
Strength:
The name says it all. This is how strong the player is in terms of upper and lower body strength. Reported bench press and squat numbers are used to determine these numbers.
Jumping:
Yet another self-explanatory name--this attribute determines how high the player can jump and is important in both catching and defending the pass. We looked at vertical jump data to determine these ratings
Stamina:
This rating determines just how fast a player gets tired and is based on a position by position basis so numbers for a QB shouldn't be compared to those of an offensive lineman
Durability:
The higher the durability rating, the lower the likelihood that the player will get injured. The lower the durability rating, the higher the likelihood that the player will end up on the stretcher.
Pass Accuracy:
This is another no-brainer. It simply covers how accurate the player is at throwing the football
Pass Arm Strength:
If your QB can throw the ball from one knee through the goal post from 50+ yards away, he probably has a respectable rating here. This rating determines the velocity and distance that the ball can be thrown
Pass Read Coverage:
A high rating here means that your player is good at finding the open man and purring the ball in a good position to be caught
Scramble:
A QB w/ a high scramble rating will be more accurate and effective when throwing on the run. If your QB is low in this area, you'd be best served by staying in the pocket
Catch:
The player's ability to catch the thrown football. If your player hgas a low catch rating, you can expecta lot of drops if you keep throwing it his way
Run Route:
This attribute is used to determine how well a player runs his route and how well he's at getting open and getting to the ball once its in the air
Secure Ball:
A low rating here means that you can expect some fumbles from this player if you run with him alot. A high rating means that you can count on him to not fumble when the game's on the line
Break Tackle:
When your guy is rated high here, he'll be better at avoiding and breaking out of tackle attempts by the defense
Run Style:
Finesse backs perform jukes and spins better than they do shoulder charges and stiff arms. Power runners are the opposite and balanced backs perform all types of special moves equally well. You can see this attribute when you go to Edit Player.
Run Blocking:
This is a tough one. Okay, maybe it's not. This rating determines how well your player is at blocking on running plays
Pass Blocking:
We'll give you two guesses, but we're sure you'll only need one. This rating determines the quality of your player's pass blocking skills
Tackle:
This is how good your player is at taking down the guy with the ball. Its basically the counterpart to the ball carrier's break tackle rating.
Pass Rush:
A player with a high pass rush rating will be good at disengaging with pass blockers and getting to the QB
Run Support:
A good score here means that your player is skilled at stopping the run and taking good pursuit angles when trying to make the tackle.
Coverage:
This attribute determines how well your player covers receivers and defends the pass
Aggressiveness:
A high rating here means an increased likelihood that your guy will bite on play action passes, double moves by WR's, and pump fakes. It also determines how much celebrating he'll do
Composure:
Can your QB stand up to pressure and throw accurate passes with blitzers in his face? If so, his rating here should be fairly respectable
Consistency:
This attribute determines how often the player performs up to the best of his ability. Expect rookies to have some low numbers in this particular category.
Leadership:
A leader can make the players around him perform better and that's what this attribute controls
Kick Power:
This your kicker's leg strength. The higher the number, the further he can kick or punt the football
Kick Accuracy:
Quite simply, this is how accurate your player's kicks and punts will be. If this is low, you can expect some error to the left or right.GT dericksun
PSN dericksun -
Re: Attribute Meanings
He had the text color as black, if you hightlight his post you can see it...Comment
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Re: Attribute Meanings
Pass read coverage does affect how well a QB reads a defense and finds an open man. If a QB has a low PRC, he will get more frazzled in the pocket and start scrambling when his first read isn't there. Guys like Mike Vick and Vince Young are perfect examples of guys that start to scramble 1)because they have the amazing athletic ability to do so and 2) because they aren't great at reading coverages, so when their first option isn't there, they resort to running than going through their progressions. Aggressiveness appears to have some bearing on how often a QB will run too.Originally posted by slimm44I need some help here. I enjoy trying to edit rosters to make the game play realistically, but apparently I'm not sure what some of the ratings mean. For example, I understand that Accuracy for a QB dictates how accurate their passes will be. I thought, however, that Pass Read Coverage indicated how well they could read the defensive coverage scheme and affected when they threw to the open receiver. I have read on these forums that it affects how often a QB runs. It would really help me, and probably other people who are doing their own roster edits, if someone could post the real effect that each rating has on gameplay. Thanks in advance.XBL Gamertag- thejackal25Comment
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Re: Attribute Meanings
composure has more to do with how easily frazzled the player gets under pressure. sure, he the qb may scramble more when the heat is on, but he's more likely to throw an errand pass or int when composure is low. if you want the QB to scramble, like thejackal said, you must lower the PRC ability.Comment
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Re: Attribute Meanings
I'd like to broaden the scope of this thread and explore what the attributes mean to players other than quarterbacks. For example, what does a high composure or aggression rating mean for running backs? What about low ratings? If somebody could post a DEFINITIVE answer to how composure and aggression affect each position, I would be much happier than I am right now. Thanks for what you guys have helped with so far.Acts 2:38. Let the truth be told.
John 4:23. He is seeking a seeker.
John 3:20. Say no to normal.Comment
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Re: Attribute Meanings
Composure for a WR for example works like this. A player has certain attributes, but the player plays to those attributes according to his consistency rating. So if WR has a run route of 100 but a consistency of 50, he will only play as good as a WR with a 100 run route half the time.Originally posted by slimm44I'd like to broaden the scope of this thread and explore what the attributes mean to players other than quarterbacks. For example, what does a high composure or aggression rating mean for running backs? What about low ratings? If somebody could post a DEFINITIVE answer to how composure and aggression affect each position, I would be much happier than I am right now. Thanks for what you guys have helped with so far.
Composure ties in when you talk about big plays, i.e. making the catch with a corner draped on him, or on 3rd/4th down, or late in the game. It makes the player more likely to play better in these situations. So maybe a rookie with a 50 consistency will STILL make the play on a big down if he has high composure.
Leadership makes EVERYONE better, i.e. put Ray Lewis on the team and all the defensive players play better than their ratings.
So to summarize, composure and leadership are pretty similar, but one affects the individual player while the other affects the other players on the team.
Hope that helps somewhat.Comment
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Re: Attribute Meanings
I want to tweak oline play. Offensive line plays as a unit and I want to know what atributes I can use when a less talented line play well because they play well as a unit (Pats). I was thinking developing grades for the oline units. For example the Chiefs oline would have a high consistency rating (80) while the Texans (50) would have a lower consistency rating as an example. I would love to get some feedback.
I will use this year football prospectus as a guide.
PeaceComment
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Re: Attribute Meanings
The O-line thing may be a challenge to do it via the consistency attribute. For example, if you turn up all individual's consistency for say 5 given teams, and then a player from each one of those teams at a unique position gets traded to the same team, they will carry in those same high consistency ratings and the new team will automatically reflect a good "chemistry" even though they've never played together before (and may not reflect the actual current day team as well). I know the odds are astronomical that that could happen, but it might be more realistic to see that with three positions.
I would propose that in this situation you come up with a blocker slider formula based on last years stats (or maybe at the mid point of this coming year) for things like rush ypg; sacks allowed, etc. The blocker slider seems to have a real effect on the game, i.e., it seems real sensitive to fairly small increment movements.Comment
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Re: Attribute Meanings
If a player has a high leadership rating, and they don't have a good game, do they still make the players around them better? Logically, I would say no, but I don't know so I'm asking you guys. I'm still trying to tweak my rosters (the newest community base) to ensure that the 35% passing games don't happen as often. I'd also like to see if I can tweak running back attributes so that the cpu will run more. I've noticed that the RB consistency and composure ratings are VERY low, so I may mess with those a little. If I get to a point where I'm satisfied, I'll post my roster set, a franchise file with the updated schedule, and the sliders I use. Please keep the help coming.Acts 2:38. Let the truth be told.
John 4:23. He is seeking a seeker.
John 3:20. Say no to normal.Comment
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Re: Attribute Meanings
What I did with mine to avoid the same crappy percentages (and in fact have the elite QB's try to play elite) was basically smarten up QB's and receivers and dumb down certain attributes with defense. Also, the goal was to get away from these 3 and 4 interception games that were happening constantly. Yes, the ball is tipped more when it seems like it should be caught, but I think guys who point that out sometimes look at it with the fan mentality like they're watching their own team and say "Man, he shoulda had that!" But, think of how many real NFL games you've watched where by errant passes and those tipped by WR's toward defenders in turn get tipped, bobbled, misplayed, etc. So it also involved dumbing down the LB's and DB's overall with some good input from others, especially Adriano.Originally posted by slimm44I'm still trying to tweak my rosters (the newest community base) to ensure that the 35% passing games don't happen as often. I'd also like to see if I can tweak running back attributes so that the cpu will run more.
As far as RB's, I don't think changing their attributes will change # of carries. I think you said it yourself that maybe it involves the playbook scheme. I guess one experiment someone can do is start a new franchise, set the play tendencies sliders to the extremes for run vs. pass and see what the cpu does.Comment
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Re: Attribute Meanings
I changed the playbooks and the run/pass slider all the way to run and had no luck. What attributes did you change for qb's and receivers and how much? I've changed some, which I'll post later this week. I've messed with accuracy and pass read coverage, as well as catching and route running. I'm not sure how much, but I know they helped some. Can you post the specific changes you made? Thanks.Acts 2:38. Let the truth be told.
John 4:23. He is seeking a seeker.
John 3:20. Say no to normal.Comment

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