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tpaterniti
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Edit by Bort: Here's the most recent list, generated from a handy dandy script:

Category: attributes
Quick
This player is quick on his feet. Each level of the Quick ability gives a +0.3% bonus to the agility attribute.

Great Blocker
This player spends hours with the blocking sled. Each level of Great Blocker gives a +0.5% bonus to the blocking attribute.

Steady Grip
This player really knows how to handle the rock. Each level of Steady Grip gives a +0.5% bonus to the carrying attribute.

Soft Hands
This player can catch anything. Each level of Soft Hands gives a +0.5% bonus to the catching attribute.

Swagger
This player is good and he knows it. Each level of Swagger gives a +0.5% bonus to the confidence attribute.

High Jumper
This player is an exceptional leaper. Each level of High Jumper gives a +0.3% bonus to the jumping attribute.

Soccer Star
This player has great kicking form. Each level of Soccer Star gives a +0.3% bonus to the kicking and punting attributes.

Track Star
This player is a natural speedster. Each level of Track Star gives a +0.3% bonus to the speed attribute.

Workhorse
This player just keeps on going. Each level of Workhorse gives a +0.5% bonus to the stamina attribute.

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +0.3% bonus to the strength attribute.

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +0.5% bonus to the tackling attribute.

Laser Arm
This player has a great throwing arm. Each level of Laser Arm gives a +0.5% bonus to the throwing attribute.

Football Genius
This player sees the field better than others. Each level of Football Genius gives a +0.5% bonus to the vision attribute.


Category: defense
Brick Wall
Stop 'em in their tracks! Each level of Brick Wall gives a +3% bonus to keeping the ball carrier from gaining extra yards while tackling them. Prerequisite: 50 Strength

David vs Goliath
The bigger they are...Each level of David vs Goliath gives a +2% bonus to the success rate of tackling a player who is heavier or stronger. Prerequisite: 60 Tackling

Fearsome
Quarterbacks are scared just by this player lining up across from them. Each level of Fearsome gives a +2% chance to cause the QB to feel hurry pressure when this player is blitzing from a LB, SS, or FS position, no matter how close he is. Prerequisite: 600 Fame, 40 Strength

Goal Line Stand
This player amps it up at the goal line. Each level of Goal Line Stand gives a +2% to strength, agility, and tackling vs. rushing plays inside the 5 yard line, when playing defense.

Heavyweight
This player is hard to block. Each level of Heavyweight gives a +2% bonus to knocking down his blocker when breaking a block.

Helmet Crash
Ouch! When this player tackles the ball carrier, each level of Helmet Crash gives a +3% chance to reduce his opponent's morale and energy by an additional -3, and a +3% chance of doubling the morale/energy effect of Big and Monster Hit tackles. Prerequisite: 60 Strength

Intimidating
This player would scare anyone. Each level of Intimidating increases the required confidence to resist the Trash Talk, Growl, Snarl, Aura of Intimidation, and Glare special abilities by 3%.

Jackhammer
Knock that ball loose! Each level of Jackhammer gives a +3% bonus to knocking the ball loose when tackling the receiver right after a catch. Prerequisite: 50Strength

Jump the Snap
This player is aggressive off the defensive line. Each level of Jump the Snap gives a +3% bonus to the vision check required to get off the line quickly, but a 1% increase in the chance of jumping offsides and getting called for encroachment.

Long Reach
This player has an exceptional wingspan. When failing a pass deflection check, the Long Reach ability gives this player a second chance to retry the roll. Each level gives a +3% chance to allow a second roll. This ability works only on defense.

Never Give Up
Get back in the play! Each level of Never Give Up gives a +3% bonus to the speed of getting up after falling down on defense.

Pass Rusher
This player knows how to put pressure on the QB when it counts. Each level of Pass Rusher gives a +2% bonus to agility and strength when rushing the QB on 3rd or 4th down passing plays. Prerequisite: 50 Strength

Power Tackler
Knock the ball loose! Each level of Power Tackler gives a +3% bonus to forcing fumbles when not using the wrap up tackle setting.

Showboat
This player is a showoff. Each level of Showboat decreases the receiver's morale by an additional 3% after this player has deflected a pass. This ability works only on defense. Prerequisite: 320 Fame

Sure Tackler
It doesn't matter how you stop him, as long as you stop him. When failing a make tackle check, the Sure Tackler ability gives this player a second chance to retry the roll. Each level gives a +4% chance to force both the tackler and ball carrier to reroll. Prerequisite: 40 Tackling

Third Down Stopper
This player steps it up when it counts. Each level of Third Down Stopper gives a +3% bonus to deflecting passes on 3rd and 4th down.

Zone Specialist
This player is best in zone coverage. Each level of Zone Specialist gives a +1% bonus to speed, agility, and vision when playing zone defense.


Category: general
Ball Hawk
This player has a nose for the ball. Each level of Ball Hawk gives a +2% bonus to speed, agility, and vision from the moment the player sees a pass coming until it is caught or dropped. Applies on both defense and offense. Prerequisite: 40 Jumping

Big Heart
Never give up! Each level of Big Heart gives a +2% bonus to all attributes when trailing by 14 or more points, and remains active until the score is within 3 points. Prerequisite: 40 Confidence

Clutch
This player seems to come up big when needed. The Clutch ability gives this player access to various bonuses towards making plays on offense, defense, kicking, and punting in 3rd and 4th down situations, especially late in the game. Each level of Clutch increases the likelihood of triggering a bonus by 5%.

Heart of a Champion
This player excels in the playoffs. Each level of Heart of a Champion gives a +2 bonus to confidence in the playoffs. Prerequisite: 480 Fame

Originally posted by bort
Yes, HOaC is really +30 conf.
i.e. that really is +2 and not +2%

Hometown Hero
This player is loved by the fans. Each level of Hometown Hero gives a +1 bonus to confidence and a +1% bonus to stamina when playing at home.

Mentor
Other players sometimes make the best coaches. Each level of Mentor gives a +1% in-game bonus to vision and confidence for all lower-leveled teammates who play the same position and were created at least 1 season after this player, to the day, as long as this player is on the depth chart for the game. This ability stacks with other mentors on the team, up to a maximum of a 25% bonus per position. Prerequisite: Level 32

Motivational Speaker
This player knows how to raise spirits on the bench. Each level of Motivational Speaker gives this player a +5% chance to pep talk teammates on the bench when he is not in the game, raising morale. Only one motivator on the team can be activated per play.

Natural Leader
Some players are natural born leaders. Each level of the Natural Leader ability gives a +3% bonus chance for all "General" special abilities (Line General, D Line General, Field General, Defense General) to activate. Prerequisite: 300 Fame

Overtime Killer
This player gets pumped when a game goes into overtime. Each level of Overtime Killer gives a +2 energy refill at the beginning of overtime, and a +1% bonus to all attributes during overtime. Prerequisite: 40 Confidence

Prime Time Player
This player makes the highlight reel all the time. Each level of Prime Time Player gives a +2% bonus to catching and a 4% bonus to jumping when in the endzone. Applies on both offense and defense. Prerequisite: 500 Fame

Red Zone Freak
This player turns it on in the red zone. Each level of Red Zone Freak gives a +5% chance to gain a 5% bonus to all attributes when inside the 20 yard line, either on offense or defense.

Second Wind
Crunch time brings out the best in some players. Each level of Second Wind gives an extra +2 energy refill at the start of the fourth quarter.

Slow Starter
This player takes a while to get rolling. He gets a -5% penalty to all attributes for the first quarter of each game, and a bonus to all attributes in 4th quarter and overtime. For each play he plays during the first quarter, the second half bonus increases by +0.4%, up to a maximum of 6%. Each level of Slow Starter extends the second half bonus into the third quarter by 1 additional minute.

Streaky
This player has good games and bad games. On good days, he will gain a +5% bonus to all attributes. On bad days, he will have a -5% penalty. Each level of Streaky increases the likelihood of a good day by 2%, starting at 50/50 for level 1.


Category: offense
Awe Inspiring
This player inspires awe in younger players. Each level of Awe Inspiring gives a +5% chance to cause a -20% vision penalty to less famous defenders who line up to cover him man to man. Prerequisite: Level 30, 640 Fame

Blocking Back
This back is a good pass blocker. Each level of Blocking Back gives a +5% bonus to the vision checks required to see blitzing defenders coming on pass plays, when playing HB or FB. Prerequisite: 30 Vision

Bruiser
Few can match this player's power. Each level of Bruiser gives a +3% bonus to breaking tackles when using at least 50% Power running style and within 8 yards of the line of scrimmage. Prerequisite: 50 Carrying, 50 Strength

Clever Instincts
This player has good instincts for his age. Each level of Clever Instincts gives a +3% bonus to the success rate of the Head Fake, Juke, and Pump Fake special abilities, when used against players of higher level.

Clock Manager
This player excels in the two minute drill. Each level of Clock Manager gives a +5% bonus to catching passes as a receiver, or +5% to pass quality if QB, when playing hurry up offense and trailing with less than 2 minutes left in the 2nd or 4th quarters.

Comeback Kid
This player makes big plays when it counts. When his team is trailing, each level of Comeback Kid gives a +3% chance to catch passes longer than 15 yards and a +2% bonus to avoiding fumbles.

Downfield Blocker
This player is a great open field blocker. Each level of Downfield Blocker gives a +4% bonus to hold a block when at least 3 yards downfield past the line of scrimmage.

Go To Guy
Each level of Go To Guy gives a +5% chance for this player to get a bonus to being targeted by the QB when running a route. Prerequisite: 800 Fame

Goal Line Back
This player has a nose for the endzone. Each level of Goal Line Back gives a +2% to strength, agility, and carrying on rushing plays inside the 5 yard line, when playing HB or FB.

Goal Line Blocker
This player gives that extra push at the goal line. Each level of Goal Line Blocker gives a +2% to strength, agility, and blocking on rushing plays inside the 5 yard line when this player is playing on the offensive line.

Hail Mary
This player has quite an arm. Each level of Hail Mary gives a +3% bonus to strength and throwing on passes longer then 20 yards when this player is playing QB and his team is trailing in the game. Prerequisite: 50 Strength

Hard Count
A good hard count can draw the defense offsides. Each level of Hard Count gives a +5% better chance to draw the defense offsides before the snap when this player is playing QB.

Mr. First Down
This player has a nose for the first down marker. Each level Mr. First Down gives a 5% chance of being awarded an extra 1/2 yard when being tackled, if it would mean getting a first down.

Mr. Reliable
Hold onto the ball! On 1st down, each level of Mr. Reliable gives a +3% bonus to avoiding fumbles. On 3rd and 4th down, each level of Mr. Reliable gives a +2% bonus to catching and holding on to passes.

Pass Blocker
This player knows how to protect the QB when it counts. Each level of Pass Blocker gives a +2% bonus to agility and blocking when pass blocking on 2nd and 10+ yards to go, and when pass blocking on all 3rd or 4th down passing plays.

Possession Receiver
This player catches short passes with ease. Each level of Posession Receiver gives a +2% bonus to making catches shorter than 8 yards, when playing WR or TE.

Quick Feet
This player is hard to keep up with. Each level of Quick Feet gives a +2% bonus to the success rate of the Head Fake, Spin, and Juke special abilties.

Quick Release
Getting the ball to the receiver quickly gives the defense less time to react. Each level of Quick Release gives a +5% chance to have a quick release when passing the ball with no penalty to accuracy.

Scat Back
A back catching passes out of the backfield can be a great weapon. Each level of Scat Back gives this player a +2% bonus to catching passes when playing HB or FB, and a +1% bonus to speed and agility when running a route while playing HB/FB.

Scrambler
This player has an uncanny ability to get away from sacks. Each level of Scrambler gives a +5% bonus to breaking sack tackles when playing QB, and a +5% bonus per level to the effectiveness of the Turn the Shoulder special ability.

Outside Blocker
This player blocks well on screens and outside running plays. Each level of Screen Blocker gives a +2% to speed, agility, vision, and blocking when blocking outside on pitch and screen plays.

Short Yardage Monster
This player is hard to bring down for a TFL. Each level of Short Yardage Monster gives a +4% bonus to breaking tackles when behind the line of scrimmage and not playing QB.

Showboat Blocker
This player really knows how to rub it in. Each level of Showboat Blocker gives a +5% bonus to opponent morale loss when pancaked by this player.

Slippery
This player slips out of tackles with ease. Each level of Slippery gives a +2% bonus to breaking tackles when using at least 50% Elusive running style.

Sure Hands
When failing a catch pass check, the Sure Hands ability gives this player a second chance to retry the roll. Each level gives a +5% chance to allow the second roll. This ability works only on offense.

Tenacious
This player fights for every yard. Each level of Tenacious gives a +2% bonus to fight out extra yards when the tackler is using the Wrap Up tactic setting.

Thick Skin
Trash talking means nothing to this player. Each level of Thick Skin reduces the effect of the Trash Talk, Growl, Snarl, and Glare special abilities by 5% when used against this player.

Underdog
Nobody gives this player any respect. Sometimes they don't even pay attention to him! Each level of Underdog gives a +5% chance to cause a -20% vision penalty to more famous defenders who line up to cover him man to man.

YAC attack
This player is tough to bring down after a catch. Each level of YAC Attack gives a +5% bonus to breaking tackles within the first second after catching a pass shorter than 10 yards.


Category: special teams
Booming Kick
This player kicks off with great power. Each level of Booming Kick gives a +3% chance to increase kickoff power by 25%.

Distance Runner
Playing on kickoffs can take a lot out of you. Each level of Distance Runner lessens this player's energy usage on kickoffs and punts by 5%, except when playing KR/PR.

Laces Out
Laces OUT! Each level of Laces Out gives a +3% bonus to kick accuracy and a +1% bonus to kicking power when kicking a field goal that would tie or win the game in the 4th quarter or overtime.

Leg of Steel
This player punts with great power. Each level of Leg of Steel gives a +5% chance to increase punting power by 25% when punting from inside your own 20.

Nail in the Coffin
This player punts with great accuracy. Each level of Nail in the Coffin gives a +3% bonus to the chance of successfully kicking a coffin corner punt.

Return Man
This player returns kicks intelligently and avoids mistakes. When playing KR/PR, each level of Return Man gives a +3% bonus to vision, a +2% bonus to the success rate of Juke, Spin and Head Fake, and a 2% bonus to avoiding fumbles.

Special Teamer
Special teams is 1/3 of the game. Each level of Special Teamer gives a +1% bonus to all attributes when playing on either side on kickoffs and punts, except for K/P.
Last edited Apr 21, 2009 08:27:38
 
awesome
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.3%?

Why not just get rid of them?
 
Voltron
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Originally posted by awesome
.3%?

Why not just get rid of them?


Because defense needs something. All the defensive ones suck.
 
StoutOne
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Originally posted by awesome
.3%?

Why not just get rid of them?


 
Deathblade
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So which one would say, a pass blocking LT get?
 
thehazyone
NFL Replacement Refs SUCK
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it's trying to discourage people from using them but at least giving people the choice to use them in a limited manner if they do want to use them.

I wouldn't agree that all the defense ones suck either.
 
AngryDragon
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Yay, finally.
 
Firenze
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I can see why Spd/Agi/Str are cut to 0.3, but why Jumping?

And how many people will boost early for VA's now? Not many.
 
Dpride59
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Wow. Bruiser is still the kick ass choice. nothing stands out more to me than that for any other position.
 
tdm13
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Well it makes my decision clear: I'm going with clutch first

My kicker is Dr. Clutch after all!
 
Adderfist
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Last edited Apr 15, 2009 18:39:53
 
Dpride59
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Originally posted by Firenze
I can see why Spd/Agi/Str are cut to 0.3, but why Jumping?

And how many people will boost early for VA's now? Not many.


agreed. Also SSB are going to get the advantage back. I am actually happy about that. Should allow well built level 30's compete with badly built level 40's. All in all I think its good to have some vet adv, but good to not have a huge adv for people who just "created player 1st"
 
Crushr
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Great....Now we've nerfed the ONLY good VA's. VA's are really worthless now imo. Sure they can help some but impossible to tell from replays what the true effects of any are. Why don't we just trash them all?
 
Voltron
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Originally posted by Crushr
Great....Now we've nerfed the ONLY good VA's. VA's are really worthless now imo. Sure they can help some but impossible to tell from replays what the true effects of any are. Why don't we just trash them all?


No, HBs still have great VAs.
 
ShamsTron
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Originally posted by Crushr
Great....Now we've nerfed the ONLY good VA's. VA's are really worthless now imo. Sure they can help some but impossible to tell from replays what the true effects of any are. Why don't we just trash them all?


You don't have to use them if you don't want to.
 
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