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Old 02-26-2010, 03:56 PM   #15
kcarr
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Join Date: Sep 2008
Re: RUN BLOCK STRENGTH AND RUN BLOCK FOOTWORK

Quote:
Originally Posted by Tito78
If we have PBS and RBS , than what purpose would the strength rating serve for an offensive lineman ? Also, why do we need a pass and run blocking ratings when we already have PBS,RBS,RBF and PBF ? Look at agility, what really is it's purpose ? There are a myriad of attributes that already effect how a player moves : there's route running, zone and man coverage, pursuit, finesse moves and elusiveness. Why is agility needed ?

What's the difference between awareness and play recognition ? Do we really need both? Can one exist without the other ?
The run and pass blocking are outdated since the new ones came in, they should be removed within the next cycle or two but still have some effect on simmed games. Strength is no longer really needed for olinemen with these new strength ratings but until they have similar ratings for other positions to replace strength, strength needs to be kept around. It is still needed by dlinemen to counter olinemen's other strength ratings, by tacklers and runners in the gang tackle and stand up tackle animations, etc and if they were to add actual jump ball interaction between recievers and defenders it could be used there.

Play recognition has taken part of what awareness used to be in that it controls the ability to properly read play actions, draws, etc. Awareness still needs to be there until there are other ratings to fill in things like penalties, reaction to the ball in the air, all mental aspects of the game, etc. Awareness is a rating that eventually needs o be phazed out but they are not nearly to that point yet and really probably need several other ratings in place to replace it first.

As for agility, it should be how quickly a player is able to stop and how quickly he can turn while maintaining speed and what speed he can maintain. This is somewhat different from each of these other movement abilities. For instance route running really should be split into 2 ratings, route accuracy and route cuts. Route accuracy would then be how accurately a player ran his routes effecting timing and positioning on the field. Route cuts would determine how well a player performed the cuts and fakes associated with getting open running a route and how much separation they got from those cuts. While agility is also important there and would be used during the cut low or high ratings for agility would effect the cut in much different ways than a low or high route cut rating.

As for the man and zone coverage, zone coverage really shouldn't have much to do with movement so much as how well a player reads their area of a zone, adjusts to people entering and leaving their zone, and reads the qb as they play their zone. Man coverage should effect how well a player is able to anticipate and react to cuts made by a receiver. The man coverage should determine how quickly they react to the cut and start to adjust, the agility should effect how well they actually move when making the adjustment.

As for pursuit, this is more of a mental rating than a movement rating. It should determine the accuracy of pursuit angles taken.

As far as fineese moves goes this is another rating that needs to be split up. There should be different ratings for every move defenders can make, not just the power and finesse moves. However, the ability to make these moves is more of a technique then an agility thing.

Elusiveness should really just be a player's ability to slip out of the grasp of another player, this really has nothing to do with agility. Agility really should be more of an open field movement type of rating.

Last edited by kcarr; 02-26-2010 at 04:08 PM.
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