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Opaul639
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How do I make that rating go up? Increase points into catching?

Is there somewhere I can find how to increase each one of my team ratings?
 
TJ Spikes
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fwiw... the rating system really isn't important. is just an equation that doesn't mean anything

here's some meaningless drivel I compiled and regurgitated

Originally posted by
If you don't understand these basic principles, then it's really hard to make a good pass catcher or pass defender.


Originally posted by Bort January 22, 2012

Question~~ What exactly goes into the interception routine? What makes a QB decide to throw a pass that could be intercepted (vision? Morale? Tactical Settings?)? What if anything does the receiver do to make an interception more or less likely (route tactics, vision, agility?)? What does a defender do to make an interception more or less likely (positioning at hike, if so where is best where is worst)? Thinking more here about the set up that brings about an interception check more than the interception check itself, assuming that there is such a set up and its not all one big routine done when a pass is called?
Answer~~ It is fairly complicated as there are lots of situations, but the general gist is (if I'm the cb):

(Step 1) I have to see the ball is coming in the first place (vision check)

(Step 2) I have to get into position near enough the the ball to interact with it (speed/agility etc)

(Step 3) I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?)

(Step 4) If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll) - If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it) - If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him.

(Step 5) If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough. If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit


Originally posted by Bort July 29, 2011

Question~~ In this cb vs WR roll (step 4), does Jumping always come into play for the WR like it does for the cb (step 2/3)? or Is WR jumping only for "special" catches like high throws or diving catches? Has the above information been changed or updated since it was posted? Can you elaborate on the WR vs cb roll at all? At the very least, is it logical given real life pass interference rules, or do players actually fight for the ball?
Answer~~ The interaction is still the same.
*** It's pretty much that whoever has the highest "get the ball" roll gets to act first. ***
This includes your vision, jumping, catching, strength attributes, and catch/swat SA's/VAs/pcts. Jumping improves the WR catch roll for all catches, but much more so for jumping/diving catches.


Step 1, there is a roll to check if your dot even sees the ball coming. This is why a lot of low level dots fail. They don't even attempt to interact with the ball, and it just bounces off receivers or CBs are oblivious to catch attempts. Getting Vision up to 50+ early goes a long way.

Step 2 is pretty self explanatory. It's why Ballhawk is amazing and is restricted to zone defense dots. WRs always get into position because they know the route and the ball is thrown to them (bad throws are the exception)

Step 3 This is where it really starts to get interesting. This is the roll to Catch or Intercept/Deflect. This is where Speedster WRs hope to make a living. They must be so open that there's no more steps.

Step 4 is the entire key to the universe. "If I'm near the WR, I have to fight with him to see who gets a chance at the ball" and WHOEVER HAS THE HIGHEST "GET THE BALL" ROLL GOES FIRST.

So for WRs, again, if you're a Speedster your goal is to be so wide open that it's all up to you to catch or drop the ball. Do not get to this step. You've invested so much into speed, agility and fakes that you won't be able to compete. If there's a DB near you, you will lose.

For Possession WRs, you have to win this roll, which is really hard to do, and impossible if you don't specifically build for it.

For all Pass Defense dots, this is where you make your money.

Vision and Jumping are the attributes. Add in your SAs and VAs and % gear.

Step 5 is for Dots on defense. There are some routes that aren't defendable. They are short crossing routes. The ball gets there too fast after the cut to get open. If the WR makes a catch, there's a window of opportunity to get a "KL" knock loose. It's a special kind of force fumble roll. A Big strong Safety will have a good chance against a weak little WR. Jackhammer is the weapon of choice. Conversely WRs need to build to resist those KLs. A catch does nothing for you if you don't hold onto it.

 
VV417
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Originally posted by Opaul639
How do I make that rating go up? Increase points into catching?

Is there somewhere I can find how to increase each one of my team ratings?


TJ is right, of course.



But if you really want to put any credence into bars...

Each position has different skill bar ratings. Like WR has Overall, Receiving, and Carrying bars. Each skill bar levels up by your skill points.

I believe HB, WR, and TE all have Receiving bars - I'm not sure how those are combined to give the team rating.

I did find some old private forum post (2010?!) where a WR put their first 40 points into each attribute and saw how it affected the player bars...


WR (4+4)

Power archetype

attribute ... overall ...receiving ... carrying ...total
(base) 9 ... 9 ...15 ... 33

point:
speed 15 ...15 ...27 ... 57 (equip)
catching 15 ... 21 ... 15 ... 51
agility 15 ...15 ... 21 ... 51
vision 15 ... 15 ...18 ... 48

train:
jumping 12 ...15 ...18 ...45
carrying 12 ...9 ...18 ... 39
strength 12 ... 9 ...18 ... 39
stamina 15 ... 9 ... 15 ... 39

ignore:
confidence 12 ...9 ...15 ... 36



So getting your catching up seems to be the primary driver of increasing the receiving skill bar. Then it appears to be minorly affected by some combination of speed, agility, vision, and jumping.




Edited by VV417 on Aug 30, 2023 09:06:10
 
Opaul639
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Thanks soo much!

So if my team has a Receiving Rating of 42 and I'm going against an opponent with a Pass defense rating of 45; that really doesn't matter because its actually the individual receiver vs defender in each pass, is that correct?
 
RyanCane26
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Originally posted by Opaul639
Thanks soo much!

So if my team has a Receiving Rating of 42 and I'm going against an opponent with a Pass defense rating of 45; that really doesn't matter because its actually the individual receiver vs defender in each pass, is that correct?


Yes
 
TJ Spikes
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Originally posted by Opaul639
Thanks soo much!

So if my team has a Receiving Rating of 42 and I'm going against an opponent with a Pass defense rating of 45; that really doesn't matter because its actually the individual receiver vs defender in each pass, is that correct?


Don't forget about random number generation. RNG. i.e the "dice roll"

It's not just your rating vs their rating. It's your rating + a million factors based on circumstances + the roll vs their rating + circumstances + roll

There's also double teams where you (basically) have to win twice and wide open catches where it's only your roll.

The rating system for the team, is a very general comparison that can be drawn between different teams in the same category. One team might have a 42 rating and catching, and another might have 45 in catching, in theory the 45 is mathematically better, which may or may not translate to on field performance. It's just math.

Don't try to compare catching vs defense rating because the formulas are different. Like a 42 Catching might be great. But a 50 in pass defense might be sub par because everyone else is 55. So a 42 might actually be "better" than a 50.

 
Opaul639
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This game is fun, but it's starting to give me a headache.
 
Theo Wizzago
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Originally posted by Opaul639
This game is fun, but it's starting to give me a headache.


Math, baby! It's all about those numbers.
 
TJ Spikes
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Originally posted by Opaul639
This game is fun, but it's starting to give me a headache.


There's a reason it's lasted 15 years. No one has cracked all the codes yet. At the highest levels it's all rock, paper, shotgun and RNG. The builds are all great, so it's play calling to get the best circumstances and hoping the RNG gods are with you.

When you start to get it, you'll get addicted.

 
grab46
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Originally posted by TJ Spikes
There's a reason it's lasted 15 years. No one has cracked all the codes yet. At the highest levels it's all rock, paper, shotgun and RNG. The builds are all great, so it's play calling to get the best circumstances and hoping the RNG gods are with you.

When you start to get it, you'll get addicted.



Nail it.
 
Bluesman
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Ok someone is going to have to refresh my memory but what does RNG stand for
 
Theo Wizzago
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Originally posted by Bluesman
Ok someone is going to have to refresh my memory but what does RNG stand for


Random Number Generator. It's what Bort's machine uses to determine many things such as what play is called or what AEQ gear is created (when you refresh the store).
 
TJ Spikes
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Originally posted by TJ Spikes
Don't forget about random number generation. RNG. i.e the "dice roll"


Originally posted by Bluesman
Ok someone is going to have to refresh my memory but what does RNG stand for


This was a great attempt at humor.

At first I was like then I was like

 
Bluesman
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I only read grab46 post above mine where he quoted you on a post. It mentions RNG but that post didn't say what it was
Don't worry with my memory I will probably be asking what it means again
 


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