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Requested official list, outputted directly from database:

Underlined - Changed VA
Italics - New VA

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. Prereqs: agility 25

Great Blocker
This player spends hours with the blocking sled. Each level of Great Blocker gives a +0.5% bonus to the blocking attribute. Prereqs: blocking 25

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. Prereqs: carrying 25

Soft Hands
This player can catch anything. Each level of Soft Hands gives a +0.5% bonus to the catching attribute. Prereqs: catching 25

Swagger
This player is good and he knows it. Each level of Swagger gives a +0.5% bonus to the confidence attribute. Prereqs: confidence 25

High Jumper
This player is an exceptional leaper. Each level of High Jumper gives a +0.5% bonus to the jumping attribute. Prereqs: jumping 25

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

Track Star
This player is a natural speedster. Each level of Track Star gives a +0.3% bonus to the speed attribute. Prereqs: speed 25

Workhorse
This player just keeps on going. Each level of Workhorse gives a +0.5% bonus to the stamina attribute. Prereqs: stamina 25

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. Prereqs: strength 25

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +0.5% bonus to the tackling attribute. Prereqs: tackling 25

Laser Arm
This player has a great throwing arm. Each level of Laser Arm gives a +0.5% bonus to the throwing attribute. Prereqs: throwing 25

Football Genius
This player sees the field better than others. Each level of Football Genius gives a +0.5% bonus to the vision attribute. Prereqs: vision 25


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. Prereqs: strength 50

Bull Rusher
This defender is a handful to block. For each level of Bull Rusher, strength has 2% more of an effect on break block rolls vs rushing plays, and 1% more of an effect on break block rolls vs passing plays. Prereqs: weight 245,strength 50

David vs Goliath
The bigger they are...Each level of David vs Goliath gives a +3% bonus to the success rate of tackling a player who is heavier or stronger. If the tackle could not have been made without the bonus from David vs Goliath, the tackler uses double the energy normally used to make the tackle, and the runner loses double the morale. Prereqs: tackling 60

Death Grip

This player doesn\'t give up on tackles. Each level of Death Grip gives a +3% bonus to the chance of holding on and being dragged after missing a tackle. Prereqs: tackling 40

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, as long as at least 5 players are rushing the QB on the play. Prereqs: fame 600,strength 40

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 or passing plays inside the 5 yard line, when playing defense. Prereqs:

Heavyweight
This player is hard to block. Each level of Heavyweight gives a +2% bonus to knocking down his blocker when breaking a block. Prereqs: weight 225

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. Prereqs: strength 60

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 5%. Prereqs:

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. Prereqs: strength 50

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. Prereqs:

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. Prereqs:

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, and reduces morale loss from being pancaked by 5% per level. Prereqs:

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. Prereqs: strength 50

Pocket Crusher
This defender knows how to destroy the QB\'s safety zone. Each level of Pocket Crusher gives a +2% boost to pushing pass blockers back when using the Power pass rush tactic. Prereqs: weight 245,strength 50

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. Prereqs:

Rip the Ball
This player is an opportunist when it comes to forcing fumbles. Each level of Rip the Ball gives a +3% chance to force a fumble when tackling a ball carrier who is currently dragging other tacklers. Prereqs: vision 50,tackling 50,strength 50

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. Prereqs: fame 320

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. Prereqs: tackling 40

Technique Man
This player has great technique when fighting blockers. Each level of Technique Man gives a +2% bonus to breaking pass blocks when using the Evasive pass rush tactic, if the blocker has at least 10% less agility. Prereqs: agility 50

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. Prereqs:

Towering Man
This defender is difficult to pass over. Each level of Towering Man gives a +3% bonus to deflecting passes when playing NT, DT or DE and pass rushing. Prereqs: jumping 40,height 75

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. This bonus does not apply after the defender sees the incoming pass, or after the ball has been caught. Prereqs:


Category: general
Adrenaline Junkie
This player loves physical play. For each level of Adrenaline Junkie, this player loses 1% less energy when making a tackle or when being tackled. Prereqs:

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. Prereqs: jumping 40

Big Heart
Never give up! Each level of Big Heart gives a +.5% bonus to speed, agility, strength, and jumping, and a +2% bonus to all other attributes, when trailing by 14 or more points. The bonus remains active until the score is within 7 points. Prereqs: confidence 40

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%. Prereqs:

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. Prereqs: fame 480

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. Prereqs: fame 160

Mentor
Other players sometimes make the best coaches. Each level of Mentor gives a +1% in-game bonus to vision and confidence for all teammates of the same position who are at least 40 days younger and no more than 3 levels higher than this player, 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. Prereqs: 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, the player with the highest level in the ability. If he fails, others do not get a chance. Prereqs: fame 200

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

Overtime Killer
This player gets pumped when a game is close and time is running down. Each level of Overtime Killer gives a +2 energy refill at the beginning of overtime. In addition, the player gains a +5% bonus to all attributes during overtime or when the score is within 7 points during the last 20 seconds of the 4th quarter. Each level of Overtime Killer extends the 5% bonus by an additional 20 seconds into the 4th quarter. Prereqs: confidence 40

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. Prereqs: fame 500

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. Prereqs:

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. Prereqs:

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. Prereqs:

Stonewall
This player is simply hard to move. Each level of Stonewall gives a +1% bonus to resisting being knocked down or pushed back, both while blocking and being blocked. Prereqs: weight 225,strength 50

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. Prereqs:


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. Prereqs: level 30,fame 640

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. Prereqs: vision 30

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. Prereqs: carrying 50,strength 50

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. Prereqs:

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 trailing with less than 30 seconds left in the 2nd or 4th quarters. In addition, each level of Clock Manager extends the bonus by an additional 30 seconds into the quarter. Prereqs:

Comeback Kid

This player makes big plays when it counts. When his team is trailing, each level of Comeback Kid gives a +4% chance to catch passes longer than 15 yards and a +3.5% bonus to avoiding fumbles. Prereqs:

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. Prereqs:

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, and a 1% bonus per level to the QB\'s pass quality when throwing to this player. Limit one Go To Guy per play. If more than one Go To Guy is on the field, the bonus will be applied to the WR with the highest depth chart position (ex: WR1 over WR2). Prereqs: fame 800

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 or passing plays inside the 5 yard line, when playing HB or FB. Prereqs:

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. Prereqs:

Hail Mary
This player has quite an arm. Each level of Hail Mary gives a +1% bonus to strength and throwing on passes longer then 20 yards when this player is playing QB. Prereqs: strength 50

Hard Count
A good hard count can draw the defense offsides. Each level of Hard Count gives a +6% better chance to draw the defense offsides before the snap when this player is playing QB. Prereqs:

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. Prereqs: vision 40

Mr. Reliable
Hold onto the ball! On 1st and 2nd down, each level of Mr. Reliable gives a +5% 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. Prereqs:

Nerves of Steel
This player can take a hit. When playing WR or TE and the ball is caught but knocked loose by a tackler, each level of Nerves of Steel gives him a +5% chance to force both him and the tackler to re-roll the knocked loose roll. This will not help him catch the ball, nor break the tackle that knocked it loose. It will only help him retain possession. Prereqs: strength 40

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. Prereqs: blocking 50

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, and a +2% bonus to resisting having the ball knocked loose by a tackle, when playing WR or TE. Prereqs:

Punishing Runner

This runner dishes out more than he takes. When tackled, this player has a 2% chance per level of Punishing Runner that the tackler takes a double hit to energy. Prereqs: strength 50

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. Prereqs:

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. Prereqs: throwing 50

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. Prereqs:

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. Prereqs:

Outside Blocker
This player blocks well on outside running plays. Each level of Outside Blocker gives a +2% to speed, agility, vision, and blocking when blocking more than 7 yards outside the initial ball spot on rushing plays. Prereqs:

Shed Weight
This player hates people hanging all over him. Each level of Shed Weight gives a +3% chance to shed tacklers who are being dragged. Prereqs: strength 50

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. Prereqs: vision 40

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. Prereqs:

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. Prereqs: agility 50

Slot Machine

This receiver is money in the slot. For each level of Slot Machine, this player receives a 3% bonus to the strength of Route Running and Sticky Hands special abilities and a 1% bonus to vision, when running a route. Ability applies only when playing in the WR3 position. Prereqs: catching 65

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. Prereqs: catching 50

Tenacious
This player fights for every yard. Each level of Tenacious gives a +4% bonus to fight out extra yards when the tackler is using the Wrap Up tackling tactic setting, or a 2% bonus if he is using the Balanced tackling tactic setting. Prereqs:

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 2% when used against this player, and a 1% chance for Trash Talk, Growl, Snarl, and Glare to affect the originator instead. Prereqs:

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. Prereqs:

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. Prereqs: carrying 40


Category: steams
Booming Kick
This player kicks off with great power. Each level of Booming Kick gives a +3% chance to increase kickoff power by 25%. Prereqs: strength 40

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. Prereqs:

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. Prereqs: kicking 40

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. Prereqs: strength 40

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. Prereqs: vision 40

On a Roll
This player pours it on when he gets it going. Each level of On a Roll gives a +1% increase to confidence for each consecutive field goal this player kicks in the game. Missing any kick resets the streak and bonus. The bonus only applies when kicking field goals. Prereqs:

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. Prereqs:

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. Prereqs:
Edited by sunshineduck on Dec 2, 2009 04:42:09
 
EagleOtto
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thanks!
 
Sik Wit It
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I like the change you made to David Vs. Goliath. Lower percentage than what you were considering earlier, and a slight down-side for the defender, but an added bonus if it's successful .
Edited by Sik Wit It on Dec 2, 2009 03:56:32
 
Bort
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Originally posted by Sik Wit It
I like the change you made to David Vs. Goliath. Lower percentage, and a slight down-side for the defender, but an added bonus if it's successful .


Deathblade suggested that and the one to Bull Rusher. Inventive change IMO, and more "fun."
 
Novus
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So, which ones are new, which ones were changed, and which ones stayed the same?

Inquiring minds want to know!
 
StoutOne
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If you have Sure Tackler, and David vs. Goliath misses the first roll, Sure Tackler gives you another and you succeed, will you still take a double energy hit because you missed the first one....or will the code know not to deduct it?
 
Handcuffed
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Bort, can you clarify what bull rusher is saying? Is that a % bonus to Strength or simply that the equation to break a block is altered.

For the latter, meaning that:

break block roll = 20% strength, agility, vision, tackle, blocking (lolhypothetical)

With maxed VA against a pass rush, new equation is 35% strength, 16.25% for the other four? 23% strength, 19.25% the other four?
 
drake262
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7nd
 
Bort
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Originally posted by Novus
So, which ones are new, which ones were changed, and which ones stayed the same?

Inquiring minds want to know!


Check out the thread hazy made; it has a list of the new and changed ones in the OP (thought 1 or 2 are not quite up to date)
 
Bort
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Originally posted by StoutOne
If you have Sure Tackler, and David vs. Goliath misses the first roll, Sure Tackler gives you another and you succeed, will you still take a double energy hit because you missed the first one....or will the code know not to deduct it?


No, it'll only do based on the final value. If it deducts the DvG percentage and still wins, no penalty. Sure Tackler basically rolls twice and compares both.
 
EagleOtto
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Completely New Ones (12):

Bull Rusher
Death Grip
Pocket Crusher
Rip the Ball
Technique Man
Towering Man
Adrenaline Junkie
Stonewall
Punishing Runner
Shed Weight
Slot Machine
On a Roll

Edited by EagleOtto on Dec 2, 2009 04:26:32
 
Bort
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Originally posted by BengalDuck
Bort, can you clarify what bull rusher is saying? Is that a % bonus to Strength or simply that the equation to break a block is altered.

For the latter, meaning that:

break block roll = 20% strength, agility, vision, tackle, blocking (lolhypothetical)

With maxed VA against a pass rush, new equation is 35% strength, 16.25% for the other four? 23% strength, 19.25% the other four?


Equation to break a block is altered. Strength's importance becomes higher. So if you had great strength but not so hot agility, you could use the VA to enhance block breaking to focus on your strength and get a better roll.
 
Danny7185
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This is bananas.
 
drake262
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Originally posted by Danny7185
This is bananas.


Apples
 
EagleOtto
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Changed Ones(14):

David vs Goliath*
Goal Line Stand
Never Give Up*
Mentor
Motivational Speaker*
Overtime Killer*
Clock Manager*
Comeback Kid
Go To Guy*
Goal Line Back
Goal Line Blocker
Hail Mary*
Hard Count
Mr. Reliable

* significant change
Edited by EagleOtto on Dec 2, 2009 04:27:23
 
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