Attribute Meanings

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  • daflyboys
    Banned
    • May 2003
    • 18238

    #16
    Re: Attribute Meanings

    I think you can get an idea with these overall visuals. I did individual tweaks for the premiere QB's in the league, but even the middle of road QB's can give you a good game.

    First two different QB's:



    Now a good DB vs a good WR:



    Again, interacting with the sliders I use give me extremely challenging games vs. the cpu.
    Attached Files

    Comment

    • slimm44
      MVP
      • Sep 2005
      • 3253

      #17
      Re: Attribute Meanings

      Originally posted by daflyboys
      I think you can get an idea with these overall visuals. I did individual tweaks for the premiere QB's in the league, but even the middle of road QB's can give you a good game.

      First two different QB's:



      Now a good DB vs a good WR:



      Again, interacting with the sliders I use give me extremely challenging games vs. the cpu.
      Thanks a lot. I'll try these when I get a chance, and I'm sure this will help me tweak my rosters.
      Acts 2:38. Let the truth be told.
      John 4:23. He is seeking a seeker.
      John 3:20. Say no to normal.

      Comment

      • daflyboys
        Banned
        • May 2003
        • 18238

        #18
        Re: Attribute Meanings

        NP, bro..... later, I'll try to post some of the other "formulas" I used, again based on other threads I've read and great suggestions by different guys. My problem is I went back and added percentages to percentages, so the math got a little screwy, but I'll try to lay out the basic plan I followed. I think some guys snuck through the cracks along the way and a few attributes didn't stay in ranges......e.g., O-linemen fatigue being grossly lower for one of the starters versus the other 4. Another thing I'd like to get a handle on is QB speed and agility. We'll never get it perfect....just would like to get relative ranges.

        Comment

        • daflyboys
          Banned
          • May 2003
          • 18238

          #19
          Re: Attribute Meanings

          OK, as promised here's basically what I've done in the past. Again, sorry but I didn't get this down to an exact science and these ended up being a compiliation of others' great ideas and a couple of personal tweaks along the way....hope it helps further:

          **Note: to set mins. and maxs., check the "percentage" circle and put value at "0", then fill in the number you want for min and/or max for any global value change. This way, no percentage increase or decrease will happen, but min and/or max will be set as you want.

          QB's:

          ---PassAcc: Upper level QB's are 100 and above. Manning, Brady & Palmer basically set the highest levels. Used last yr's passing stats to gauge from there.

          ---PassReadCov: 30 and lower (see what your highest is now and fig. % needed to bring down....set a minimum level at same time if you like)

          ---Hold Ball: dumb it way down. QB's getting popped when sacked or running should cough it up and be sensitive to the fumble slider. About 25 to 20 and under.

          ---Leadership: like pass accuracy

          ---Speed: debatable; depends on how you play w/ a fast QB too. Suggestion: if using a fast QB or any for that matter, don't allow yourself to turbo once past LOS....helps with realism.

          ---Scramble: high for scramblers

          ---Stamina: 90 for all

          ---Composure: very low for scramblers (e.g., Vick's is 10; Favre's is 95)

          ---Consistency: similar to Leadership and Pass Acc

          ---Aggress: 25 for all


          RB's:

          ---Run Route & Catching: increase about 25% for good starters, including good catching FB's (p.s., the default screen pass play sucks as the RB hesitates after catching too long, send him in a flat pattern)

          ---FB maximum strength: 75

          WR's (& some TE's):

          ---Catch: increase percs. so Owens, C. Johnson and Harrison are around 93 (min. value can be in low 60's or whatever you prefer)

          ---Run Route: increase percs. so same three guys are in the high 110's to low 120's; Min. value I have is low 60's (may make that 70).

          ---Speed (WR's only): Moss and Harrison are at 98...not sure who currently are the top 5 speedsters, but that's the gauge. Low 70's is the min.

          OL & DT's:

          ---Agility: Max 70; Min 35

          ---Speed: Max 65; Min 25

          ---Jump: -90% (max: 7; min: 1 ----- all O-line = 1)

          ---Catch (DT's): all "0"

          DE's:

          ---Jump: keep dumbing down by 50% until you get close to 9 and below; once close enough just set max value at 9.

          ---Catch: all "2"

          ---Speed: range is 50 to 90 (might be a little high on the max)

          LB's:

          ---Jump: max is 23 (probably the result of multiple percentage drops)

          ---Catch: all "5"

          DB's:

          ---Speed: Max: 95; Min: 80

          ---Agility: Min: 75

          ---Catch: all "1"

          ---Pass Coverage: Dumb percentage down to 47 (my min. turned out to be 20 for a few)


          ***That's pretty much what I have. Like I said QB speed and agility individual tweaks still seem to need some work in the roster set I'm using. Don't know how any or all of these particular tweaks will work with other slider sets, but I think you can drive yourself batty with all the possibilities.

          If anyone wants me to post particular attributes for a given player (non-rookie) that I have, just ask.

          Footnote: I'm going to wait until the beginning of pre-season as teams start to set practice squad guys and depth charts start to firm up before I release my next roster set. Guarenteed I won't have near the number of rookies as these other sets coming out have had. My focus is more on gameplay and utilizing the guys who typically see the field versus making sure every single name is there. My other possible feature will be I'll have a "super KR" and "super PR" with pumped up attributes for possible longer returns and TD's (suggestion is to put everyone on kick and punt teams with a speed of under 70 if you can and don't switch from the kicker or punter to a tackler).....more to come.

          FN2: If you respond here, please don't copy the entire posting....it's so unnecessary....thx.
          Last edited by daflyboys; 06-28-2006, 12:30 AM.

          Comment

          • stateprop
            Banned
            • Jun 2006
            • 1307

            #20
            Re: Attribute Meanings

            I have a Question. Why all DB catch are 1 i dont get it? Some DB in the NFL cath better than the receiver. Does all QB have to have 25 agressive wont that affect the one that scramble.. Like Vick who to me is a very agressive QB. Oh yeah What other scramblers like Mcnair Culpepper, and mCnabb. They also scramble but not alot like vick. How would you rate their composure and PRC ability.
            Last edited by stateprop; 06-30-2006, 10:15 AM.

            Comment

            • jdros13
              MVP
              • Oct 2004
              • 1255

              #21
              Re: Attribute Meanings

              Originally posted by stateprop
              I have a Question. Why all DB catch are 1 i dont get it? Some DB in the NFL cath better than the receiver. Does all QB have to have 25 agressive wont that affect the one that scramble.. Like Vick who to me is a very agressive QB.
              I second this...I was using the most recent "all global edits included" file from another thread and noticed that all the cbs had been put in the 3-4 range for catch. I haven't played with this much and was just wondering what the logic was behind this move...
              Goal Line Blitz

              Comment

              • daflyboys
                Banned
                • May 2003
                • 18238

                #22
                Re: Attribute Meanings

                Originally posted by stateprop
                I have a Question. Why all DB catch are 1 i dont get it? Some DB in the NFL cath better than the receiver. Does all QB have to have 25 agressive wont that affect the one that scramble.. Like Vick who to me is a very agressive QB. Oh yeah What other scramblers like Mcnair Culpepper, and mCnabb. They also scramble but not alot like vick. How would you rate their composure and PRC ability.
                You're right, some DB's in the NFL do have better hands. Unfortunately it seems that the programming of this game doesn't reflect that out of the box. There have been numerous postings on this and other sites to speak to the inordinate number of interceptions one sees even in a game of 5 min. periods with default sliders and attributes, let alone the guys like me who like to play longer periods . So as long as we're trying to emulate realism during gameplay, my tweaks are based on previous suggestions which came from in-game experience. Yes, they are all at one. But, for example, in my recent Eagles (me) vs. Bears game, both McNabb and Grossman threw 2 ints. ea. One of the Bears' INT's came from Urlacher. The 25 agg. rating came from a previous suggestion, but I can't remember right now why that vs. something higher. And there are times where it will look like it's right in their hands and you may say to yourself "HOW could he not have caught that?", but it just depends on what you're going for in the end.

                The thing is I don't think we're going to be able to get the running QB's to fully mimic their real life counterparts. When you say Vick is a "very aggressive QB to me", then there 2 problems there: 1 - don't let your subjective liking for the team or a guy dictate how you tweak (I love the Chiefs, but I'm not going to make Sammie Parker an elite receiver --- fast yes --- overall good, no); 2 - understand your definition of aggression and what the term in the game means and what the ranges of the numbers do for it. Come to think of it, I believe that too high of an aggression for a QB might make them throw dumber passes and then the problem of INT's skyrocketing again.

                I can post my current attributes for those QB's that you mentioned. But I think the QB taking off also comes as a result of "seeing" that the coverage is good. Again, in my Eagles/Bears game (I typically play MLB throughout the play), it was about 3rd and 7 and Grossman dropped back to pass, but the downfield coverage was there; I dropped my MLB to cover anyone possibly cutting across the middle and after a few seconds, Grossman scooted up the middle for a first down! I think for cpu QB's to actually run more, you may have to make a custom playbook for that. Even there, I don't know how many options there are for QB run plays other than the draw and the rollout/bootleg or even naked bootleg.
                Last edited by daflyboys; 06-30-2006, 12:02 PM.

                Comment

                • stateprop
                  Banned
                  • Jun 2006
                  • 1307

                  #23
                  Re: Attribute Meanings

                  OK that make sense .

                  Comment

                  • daflyboys
                    Banned
                    • May 2003
                    • 18238

                    #24
                    Re: Attribute Meanings

                    Here's 4 QB comparisons (bottom half of attributes); 3 scramblers and 1 pocket (though I don't think of McNair as the scrambler/runner he once was):

                    Comment

                    • tpaterniti
                      Rookie
                      • Aug 2005
                      • 288

                      #25
                      Re: Attribute Meanings

                      I know that WRs with low COM drop the ball a lot, especially when you're losing.
                      Last edited by tpaterniti; 07-05-2006, 12:04 AM.
                      GT: tpaterniti
                      The PS2 Roster Editor (but I no longer have rosters)

                      www.2kfootballstrategy.com

                      Comment

                      • daflyboys
                        Banned
                        • May 2003
                        • 18238

                        #26
                        Re: Attribute Meanings

                        Originally posted by tpaterniti
                        I know that WRs with low COM drop the ball a lot, especially when you're loosing.
                        Good to know....and especially what it should be.

                        Comment

                        • tpaterniti
                          Rookie
                          • Aug 2005
                          • 288

                          #27
                          Re: Attribute Meanings

                          I play with the Ravens and Travis Taylor always dropped a lot of balls. I wondered why b/c his catch is pretty high, but I finally figured out it was composure. Same with weekly prep. If your team's focus is low at the end of the week, 1.) They don't train as well and their attributes don't go up as much and 2.) they play sloppy in the game, including, among other things, dropped passes.
                          GT: tpaterniti
                          The PS2 Roster Editor (but I no longer have rosters)

                          www.2kfootballstrategy.com

                          Comment

                          • daflyboys
                            Banned
                            • May 2003
                            • 18238

                            #28
                            Re: Attribute Meanings

                            Well, it may take some time to figure how what the cut point is for composure beween good and great receivers, but most every team has that go to guy for late in the game. I guess it can be looked upon as the "clutch" factor. I would say look at last year's stats and adjust that attribute accordingly. I know you have me thinking about it.

                            Comment

                            • stateprop
                              Banned
                              • Jun 2006
                              • 1307

                              #29
                              Re: Attribute Meanings

                              How would composure affect a RB?

                              I mean wish there was a list for each position. I just wanna know how this rating affects each position.

                              Comment

                              • slimm44
                                MVP
                                • Sep 2005
                                • 3253

                                #30
                                Re: Attribute Meanings

                                Originally posted by daflyboys
                                Here's 4 QB comparisons (bottom half of attributes); 3 scramblers and 1 pocket (though I don't think of McNair as the scrambler/runner he once was):


                                If these QB's play against you, what are their stats like? I am having a fairly hard time getting the computer to throw decent percentages. Most QB's should complete between 50 and 70 percent of their passes. If the cpu makes it much higher than 45 they're doing great.
                                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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