Rating templates by position

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  • jyoung
    Hall Of Fame
    • Dec 2006
    • 11132

    #1

    Rating templates by position

    These are what the player ratings look like in the hex file when a position has been created with no abilities.

    Gold QB

    50 speed
    60 agility
    90 read coverage
    90 pass strength
    50 stamina
    90 pass accuracy
    90 pocket composure
    Silver QB

    50 speed
    60 agility
    82 read coverage
    82 pass strength
    50 stamina
    82 pass accuracy
    82 pocket composure
    Bronze QB

    50 speed
    60 agility
    75 read coverage
    75 pass strength
    50 stamina
    75 pass accuracy
    75 pocket composure
    Generic QB “Balanced”

    50 speed
    60 agility
    70 read coverage
    70 pass strength
    50 stamina
    40 strength
    70 pass accuracy
    70 pocket composure
    30 scramble
    Gold WR

    92 speed
    92 agility
    80 stamina
    60 strength
    90 catch
    90 jumping
    90 run route
    65 break tackle
    50 run block
    50 pass block
    80 secure ball
    Generic WR “Deep Threat”

    77 speed
    77 agility
    80 stamina
    30 strength
    70 jumping
    60 run route
    40 break tackle
    60 catch
    35 run block
    35 pass block
    80 secure ball
    Bronze TE

    73 speed
    73 agility
    80 stamina
    70 strength
    68 jumping
    75 run route
    61 break tackle
    75 catch
    65 run block
    65 pass block
    80 secure ball
    Generic TE “Deep Threat”

    60 speed
    60 agility
    80 stamina
    60 strength
    60 jumping
    60 run route
    50 break tackle
    60 catch
    55 run block
    55 pass block
    80 secure ball
    Gold HB

    87 speed
    85 agility
    80 stamina
    75 strength
    65 catch
    85 jumping
    75 run route
    90 break tackle
    55 run block
    55 pass block
    90 secure ball
    Generic HB "Finesse"

    71 speed
    60 agility
    80 stamina
    55 strength
    60 jumping
    50 run route
    60 break tackle
    40 catch
    40 run block
    40 pass block
    90 secure ball
    Gold ILB

    80 speed
    85 agility
    80 stamina
    80 strength
    85 jumping
    75 coverage
    90 tackle
    30 catch
    85 pass rush
    75 run coverage
    Bronze ILB

    70 speed
    75 agility
    80 stamina
    70 strength
    68 jumping
    60 coverage
    75 tackle
    30 catch
    70 pass rush
    65 run coverage
    Generic ILB “Run Coverage”

    55 speed
    60 agility
    80 stamina
    60 strength
    60 jumping
    60 coverage
    60 tackle
    30 catch
    60 pass rush
    55 run coverage
    Gold OLB

    83 speed
    85 agility
    90 stamina
    78 strength
    85 jumping
    78 coverage
    90 tackle
    30 catch
    90 pass rush
    75 run coverage
    Silver OLB

    78 speed
    80 agility
    90 stamina
    73 strength
    77 jumping
    70 coverage
    82 tackle
    30 catch
    82 pass rush
    70 run coverage
    Bronze OLB

    73 speed
    75 agility
    90 stamina
    68 strength
    68 jumping
    63 coverage
    75 tackle
    30 catch
    75 pass rush
    65 run coverage
    Generic OLB “Run Coverage”

    60 speed
    60 agility
    90 stamina
    60 strength
    60 jumping
    60 coverage
    60 tackle
    30 catch
    60 pass rush
    55 run coverage
    Bronze SS

    77 speed
    77 agility
    85 stamina
    65 strength
    68 jumping
    73 coverage
    75 tackle
    35 catch
    30 pass rush
    62 run coverage
    Generic SS “Coverage”

    71 speed
    62 agility
    85 stamina
    55 strength
    60 jumping
    60 coverage
    60 tackle
    35 catch
    20 pass rush
    52 run coverage
    Silver FS

    83 speed
    83 agility
    85 stamina
    68 strength
    77 jumping
    82 coverage
    82 tackle
    35 catch
    35 pass rush
    65 run coverage
    Bronze FS

    78 speed
    78 agility
    85 stamina
    63 strength
    68 jumping
    75 coverage
    75 tackle
    35 catch
    30 pass rush
    60 run coverage
    Generic FS “Coverage”

    73 speed
    63 agility
    85 stamina
    53 strength
    60 jumping
    60 coverage
    60 tackle
    35 catch
    20 pass rush
    50 run coverage
    Gold CB

    92 speed
    92 agility
    85 stamina
    62 strength
    90 jumping
    90 coverage
    70 tackle
    35 catch
    50 pass rush
    55 run coverage
    Bronze CB

    82 speed
    82 agility
    85 stamina
    42 strength
    75 jumping
    75 coverage
    56 tackle
    35 catch
    30 pass rush
    35 run coverage
    Generic CB “Coverage”

    77 speed
    77 agility
    85 stamina
    32 strength
    70 jumping
    60 coverage
    45 tackle
    35 catch
    20 pass rush
    25 run coverage
    Gold DE

    70 speed
    70 agility
    70 stamina
    78 strength
    88 tackle
    90 pass rush
    85 run coverage
    Silver DE

    65 speed
    65 agility
    70 stamina
    73 strength
    80 tackle
    82 pass rush
    78 run coverage
    Bronze DE

    60 speed
    60 agility
    70 stamina
    68 strength
    73 tackle
    75 pass rush
    70 run coverage
    Generic DE “Run Coverage”

    55 speed
    55 agility
    70 stamina
    60 strength
    60 tackle
    60 pass rush
    60 run coverage
    Gold DT

    60 speed
    60 agility
    70 stamina
    80 strength
    90 tackle
    85 pass rush
    90 run coverage
    Silver DT

    55 speed
    55 agility
    70 stamina
    75 strength
    82 tackle
    78 pass rush
    82 run coverage
    Bronze DT

    50 speed
    50 agility
    70 stamina
    70 strength
    75 tackle
    70 pass rush
    75 run coverage
    Generic DT “Run Coverage”

    45 speed
    45 agility
    70 stamina
    60 strength
    60 tackle
    60 pass rush
    60 run coverage
    Generic OT "Pass Block"

    40 speed
    45 agility
    90 stamina
    60 strength
    60 run block
    60 pass block
    Generic OG "Pass Block"

    40 speed
    45 agility
    90 stamina
    62 strength
    60 run block
    60 pass block
    Now for the ability bonuses:

    Speed Burner +5 speed
    Quick Feet +5 agility
    Strength Bonus +5 strength
    Hops jumping goes to the max rating of 95
    Stamina Bonus stamina goes to the max rating of 89
    Durability Bonus durability goes to the max rating of 99
    Secure Ball secure ball goes to the max rating of 95
    Soft Hands +5 catch
    Brick Wall +5 pass blocking
    Bulldozer +5 run blocking
    Kick Power Bonus +5 kick power for punters and placekickers
    Kick Accuracy Bonus +5 kick accuracy for punters and placekickers
    Run Coverage +5 run coverage
    Pass Rush Bonus +5 pass rush
    Coverage Bonus +5 coverage
    Scrambler +5 Speed, other effects unknown
    Pocket Presence -10 Speed and Agility, other effects unknown
    I will add to these lists as I have time.

    Others can contribute as well.

    Credit to tpaterni for the gold QB, CB, HB, WR, ILB, OLB info and the ability list.

    Miscellaneous Notes:

    The Speed Burner attribute does not work for Bronze CBs and Bronze QBs. You have to manually add +5 to their speed rating in the hex file to make it work. And if you make any changes to the player once you're inside the game, his speed value will reset again.
    Last edited by jyoung; 04-09-2011, 03:13 PM.
  • Rayp
    Rookie
    • Jan 2008
    • 218

    #2
    Re: Rating templates by position

    thanks guys, is pocket presence -10 for the qb or the defenders?

    Comment

    • NYG 5
      Banned
      • Jul 2007
      • 203

      #3
      Re: Rating templates by position

      its gotta be for the QB, but it probably bumps up accuracy, composure, and maybe arm strength by 10 or 5.

      but i also noticed with pocket passers, the if you get defenders around him and collapse the pocket, it seems like he takes a worse composure hit than regular passers. dan marino becomes terrible if you start breathing on him, whereas joe montana it doesn't really phase him as much

      Comment

      • jyoung
        Hall Of Fame
        • Dec 2006
        • 11132

        #4
        Re: Rating templates by position

        Legends probably aren't a good barometer to go by since they all have unique attribute ratings.

        CAPs are all rated the same, though.

        The bonus abilities you give CAPs are the only thing that differentiates them.

        Comment

        • Rayp
          Rookie
          • Jan 2008
          • 218

          #5
          Re: Rating templates by position

          lol in real life it was the same with marino imo, well atleast growin up in 90s watching the dolphins

          Comment

          • Vegaskingpin
            Rookie
            • Nov 2009
            • 13

            #6
            Re: Rating templates by position

            Originally posted by NYG 5
            its gotta be for the QB, but it probably bumps up accuracy, composure, and maybe arm strength by 10 or 5.

            but i also noticed with pocket passers, the if you get defenders around him and collapse the pocket, it seems like he takes a worse composure hit than regular passers. dan marino becomes terrible if you start breathing on him, whereas joe montana it doesn't really phase him as much

            Joe was probably designed with High Composure. If I were a designer I would have the ability "Pocket Presence" give a ratings boost to accuracy while standing still but a heavy negative while trying to throw on the run, hence the speed and agility hit. For all we know while throwing on the run it probably factors agility into overall accuracy of the throw ex: (agility + pass accuracy)/2 = Scrambling Pass Accuracy. Someone could test this by giving a QB Zero agility rating and see how he throws on the run with and without Scramble ability.

            Pocket Presence could also just represent the play style of the QB and not infer any bonuses. (Drew Bledsoe the Human Statue)

            As for the pocket collapse/ composure rating I would represent it with the Clutch Ability. Did Marino have Clutch ability assigned? Then again he was probably designed with lower composure.
            Last edited by Vegaskingpin; 03-10-2011, 11:48 AM.

            Comment

            • elgreazy1
              MVP
              • Apr 2007
              • 2996

              #7
              Re: Rating templates by position

              This is some great info, even for guys like me who don't use the hex. It really helps you know your personnel and how to best create players with the best value for whatever scheme or style you're attempting to play. I'd be much appreciated if you guys continue on this and fully flesh it out over time.

              I'm very surprised that Gold OLBs are far better than Gold ILBs and what's more surprising is that Gold ILBs are marginally better at run coverage. Hmm.
              My Arte
              PS5: El_Greazy
              Playing: College Football 2025, WWE 2K24, FIFA 21, Among Us, Party Animals

              Comment

              • elgreazy1
                MVP
                • Apr 2007
                • 2996

                #8
                Re: Rating templates by position

                On another note, I've always thought that things like Pass Rush Bonus don't just affect the specific player to which it is assigned. For example, I've noticed many times when I have a DL with Pass Rush that my Generics generally get after the QB more and the higher tiered the Legend, the more affective the Generics get. My Legend with PRB won't rack up as many sacks, but the team will and I'll notice the QB get rattled more. Where as Sack Master goes on to benefit the specific Legend more and also negatively affects the OL who's assigned to block him.

                I bet there are some super complex formulas and programming associated with the Ability system.
                My Arte
                PS5: El_Greazy
                Playing: College Football 2025, WWE 2K24, FIFA 21, Among Us, Party Animals

                Comment

                • theDude47
                  Rookie
                  • Jan 2010
                  • 300

                  #9
                  Re: Rating templates by position

                  Originally posted by elgreazy1
                  On another note, I've always thought that things like Pass Rush Bonus don't just affect the specific player to which it is assigned. For example, I've noticed many times when I have a DL with Pass Rush that my Generics generally get after the QB more and the higher tiered the Legend, the more affective the Generics get. My Legend with PRB won't rack up as many sacks, but the team will and I'll notice the QB get rattled more. Where as Sack Master goes on to benefit the specific Legend more and also negatively affects the OL who's assigned to block him.

                  I bet there are some super complex formulas and programming associated with the Ability system.
                  Part of this could be explained by the CPU focusing on your star defensive lineman and double teaming him leaving the generics one on one with the O-line. That's one thing that I love about this game. The CPU will figure out who is your best player on the D-line and will do what they can to stop them. They might give up some sacks to a generic or two, but they are picking their best and most sim option.

                  Comment

                  • NYG 5
                    Banned
                    • Jul 2007
                    • 203

                    #10
                    Re: Rating templates by position

                    Originally posted by theDude47
                    Part of this could be explained by the CPU focusing on your star defensive lineman and double teaming him leaving the generics one on one with the O-line. That's one thing that I love about this game. The CPU will figure out who is your best player on the D-line and will do what they can to stop them. They might give up some sacks to a generic or two, but they are picking their best and most sim option.
                    or they just have a single generic have the gold play patty cake and push him outside, giving a 6 second pocket.

                    Comment

                    • Rayp
                      Rookie
                      • Jan 2008
                      • 218

                      #11
                      Re: Rating templates by position

                      Lol ^ and elgreazy I agree I think its more than just a change in numbers

                      Comment

                      • jyoung
                        Hall Of Fame
                        • Dec 2006
                        • 11132

                        #12
                        Re: Rating templates by position

                        Still incomplete, but I've added a bunch of new templates in the last couple of days.

                        More to come as I have time.

                        Comment

                        • urlacher51
                          Tom Brady, L.O.A.T
                          • Oct 2002
                          • 611

                          #13
                          Re: Rating templates by position

                          Does anyone know if ballhawk effects any ratings?
                          Rise of the Sim King (Striving for Sim Supremacy)https://youtu.be/TalUkHIEnOM

                          Quote From one of EA Sports Game Changers
                          ( None of us have the power to control when EA Sports will implement/fix/address things in their games after we suggest them)

                          Comment

                          • Jermaine76
                            Rookie
                            • Jan 2011
                            • 49

                            #14
                            Re: Rating templates by position

                            bumping this this thread.

                            Comment

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