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InRomoWeTrust
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Originally posted by burn_209
what exactly is acceleration governed by? Is it sprinting or is it like GLB one where agility was the one that governed that


Multiple attributes. Sprinting, quickness, snap reaction, conditioning etc. will all help your player get up to speed fastest.
 
ProfessionalKop
Gangstalicious
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Originally posted by Corndog
No, that's like really the only fleshed out tactic we have at the moment.

We removed a lot of the extraneous crap like play intensity.


good. just didnt know if he was missing anything else.
 
ProfessionalKop
Gangstalicious
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stadiums? are there any?

if everyone on my team has egotist (really boosts min salary) will we go into debt?
 
InRomoWeTrust
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Originally posted by ProfessionalKop
stadiums? are there any?

if everyone on my team has egotist (really boosts min salary) will we go into debt?


No stadium.

And yes, player salaries are important. Not for going into debt (there's no sort of accrued or money carrover) but because the cap will eat you up. The caps are built in such a way that you can get stuck having to release some people. Moreso with superstars (they have huge contracts). For now it's not a big deal.

Eventually you'll have to figure out things like if having an additional player is worth more than having less and having an additional superstar.
Edited by InRomoWeTrust on Dec 7, 2013 15:21:08
Edited by InRomoWeTrust on Dec 7, 2013 15:20:28
 
ProfessionalKop
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oh true. okay thank you. guess without superstars its fine for now
 
Kurt Davey
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Originally posted by InRomoWeTrust
Use the 40 time metric for knowing what helps you get to speed faster.


Balance and footwork are pretty key for RBs, yes. I think snap reaction is useless for HBs on handoffs, since the handoff is scripted. Good for route running situations.


What do you mean by 40 time metric..... did I miss something during creation?
 
InRomoWeTrust
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On your player's profile page at the top there is a huge list of combine stats. The very last one is a 40 time. They update dynamically as you remove/takeaway points into attributes (you don't have to click 'save changes' to see the changes in the combine stats).
 
benf
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I built a player and it eventually took me to a screen about skill points. It won't let me out of there, what am I supposed to do?
 
bhall43
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Originally posted by benf
I built a player and it eventually took me to a screen about skill points. It won't let me out of there, what am I supposed to do?


Do you mean the traits page or after that? If you are at the traits page it won't let you out of that until you pick 3 traits and have used all of your points on the skills.
 
jpjn94
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Okay so what's up with the new FG settings?


Safe FG Rng
<= Yds

Max FG Rng
<= Yds

 
Plankton
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What is the impact of Salary on a player?
 
bhall43
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Originally posted by Plankton
What is the impact of Salary on a player?


High, Medium, Low is morale based.

But the overall impact is how many players you fit on a team. Right now it won't be a really huge deal but when Superstars enter the equation of teams it will be harder choices.
 
Plankton
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Originally posted by bhall43
High, Medium, Low is morale based.

But the overall impact is how many players you fit on a team. Right now it won't be a really huge deal but when Superstars enter the equation of teams it will be harder choices.


So if a player is offered a Low salary, they will start with less Morale, but everything else about them is the same?
 
TheBear
Roll Tide
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Originally posted by bhall43
Do you mean the traits page or after that? If you are at the traits page it won't let you out of that until you pick 3 traits and have used all of your points on the skills.


And you also have to give the player a name.
 
bhall43
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Originally posted by Plankton
So if a player is offered a Low salary, they will start with less Morale, but everything else about them is the same?


Think about a player playing a game in GLB1 with his team chemistry at 50. That is pretty much the level of which a player with a low contract would play.
 
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