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Forum > FAQ's, Player Guides and Newbie Help > What 4 pieces of SEQ do you recommend for a Pocket passer QB
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If I want a Quick Read +3 Throwing piece

would these other three be primo?

Pass Quality +5% +3 Throwing
Pass Distance +5% +3 Throwing
+5% Fake Chance +3 Throwing

Would this be a solid equipment setup? What do you recommend?
Edited by F00tballJunkie on Feb 20, 2018 11:50:14
 
ProfessionalKop
Gangstalicious
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3 piece of pass quality
One pass distance
 
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Originally posted by ProfessionalKop
3 piece of pass quality
One pass distance


Is that much pass quality really needed?
 
Rocdog21
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Originally posted by F00tballJunkie
Is that much pass quality really needed?


Yes.

Hopefully by "+5% fake chance" you mean pump fake. I don't think fake works for QB's like that...
 
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Originally posted by Rocdog21
Yes.

Hopefully by "+5% fake chance" you mean pump fake. I don't think fake works for QB's like that...


Interesting. I did mean fake chance, as my flawed logic thought it would help fire "pump fake".
 
Rocdog21
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Originally posted by F00tballJunkie
Interesting. I did mean fake chance, as my flawed logic thought it would help fire "pump fake".


I don't think it does, but there are agents with better knowledge than me. If so I've never seen a QB with it.

Also I misread your original post...I didn't see you wanted quick read. So if that's the case 2 piece in pass quality is fine. I typically only build 3 aeq dots and my last passing QB which I just retired had 2 pieces in pass quality, 1 piece in pass distance, and my ceq was all pass distance I believe.
 
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Originally posted by Rocdog21
I don't think it does, but there are agents with better knowledge than me. If so I've never seen a QB with it.

Also I misread your original post...I didn't see you wanted quick read. So if that's the case 2 piece in pass quality is fine. I typically only build 3 aeq dots and my last passing QB which I just retired had 2 pieces in pass quality, 1 piece in pass distance, and my ceq was all pass distance I believe.


Good to know. Thanks Rocdog!
 
reddogrw
HOOD
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Originally posted by ProfessionalKop
3 piece of pass quality
One pass distance


 
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Originally posted by Rocdog21
my last passing QB which I just retired had 2 pieces in pass quality, 1 piece in pass distance, and my ceq was all pass distance I believe.


For me this is the preferred EQ setup. FWIW, I generally don't put too much effort into quick read as I personally don't feel it's useful.
 
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Originally posted by crazypapasmurf
For me this is the preferred EQ setup. FWIW, I generally don't put too much effort into quick read as I personally don't feel it's useful.


Do you avoid quick read all together?
 
TJ Spikes
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Originally posted by F00tballJunkie
Do you avoid quick read all together?


the issue with quick read is that there's only 5 progressions that can be set by the OC.

They have to be timed, based on the reciver's route vs. Speed. You want the QB to look at the receiver right after a fake has been fired.

If the QB goes though his progressions too fast, then that timing gets thrown off. In theory, that can be adjusted for, by taking X amount of Quick read all at once. That way the OC can adjust and be done with it.

At the very high end, it can be a pain in the ass. Against a 3 man rush, where the QB won't throw until the o-line gets close enough to him, the extra Speed boost can work through the 5 planned progressions, and then the Ai does whatever it wants to after that--which can be very bad... like throwing to a blocking WR, or just chucking it deep into double/triple coverage.

IMO, I wouldn't do a +3 QR piece. 6 points is about as much as you'd want in QR anyway. That's only a 12 SP investment. If you really want to do QR, I'd suggest waiting for the end of season or preseason boosts. Then use a pair of boosts to dump in everything at once, and make sure your OC knows so he can adjust.

 
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Originally posted by TJ Spikes
the issue with quick read is that there's only 5 progressions that can be set by the OC.

They have to be timed, based on the reciver's route vs. Speed. You want the QB to look at the receiver right after a fake has been fired.

If the QB goes though his progressions too fast, then that timing gets thrown off. In theory, that can be adjusted for, by taking X amount of Quick read all at once. That way the OC can adjust and be done with it.

At the very high end, it can be a pain in the ass. Against a 3 man rush, where the QB won't throw until the o-line gets close enough to him, the extra Speed boost can work through the 5 planned progressions, and then the Ai does whatever it wants to after that--which can be very bad... like throwing to a blocking WR, or just chucking it deep into double/triple coverage.

IMO, I wouldn't do a +3 QR piece. 6 points is about as much as you'd want in QR anyway. That's only a 12 SP investment. If you really want to do QR, I'd suggest waiting for the end of season or preseason boosts. Then use a pair of boosts to dump in everything at once, and make sure your OC knows so he can adjust.



Well written, and well thought out! Very insightful! Thank you TJ!
 
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Originally posted by F00tballJunkie
Do you avoid quick read all together?


I don't necessarily avoid it all together; however, it's not one of my big objectives to reach when building. Not only for the aforementioned reasons by TJ, but I personally have better experiences building QB's with little to no QR.
 
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Originally posted by crazypapasmurf
I don't necessarily avoid it all together; however, it's not one of my big objectives to reach when building. Not only for the aforementioned reasons by TJ, but I personally have better experiences building QB's with little to no QR.


A well built QB with very high vision wouldn't really benefit? Perhaps even counterproductive?
 
Theo Wizzago
Coyote
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Originally posted by F00tballJunkie
A well built QB with very high vision wouldn't really benefit? Perhaps even counterproductive?


The thing with Quick Read is that you really need an OC that really nail the progressions because you are relying MORE on timing than anything to make it successful. Done right, vision isn't quite as important to the QB as, again, it's mostly timing than making smart decisions.
IF... if you decide against Quick Read then vision becomes a LOT more important because you truly are relying on your QB to correctly read the defenders, the play, find the open man, and make the throw EXACTLY where it's needed to be made. In this convoluted skill system, since don't don't have 'intelligence' as a skill, vision replaces that (on QB's at least) so equate vision with 'smarts' and you'll understand why it's needed to be pretty high on those types of QB's. The exception is the old Raiders style of football. Find the worlds fastest receivers and have them all run GO routes... and have a QB just throw the ball as far as he can. To hell with thinking... just bombs away.
 


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