Originally posted by TJ Spikes
Does the QB have a way to evaluate catching probability, or is it just defenders in the area?
Say, Big I formation... The defense does a 3 man rush and drops 8 into coverage. Like, the Possession WR is double covered, a Rushing FB is double covered, the Power HB gets doubled, the Dual-Threat BTE gets doubled... and his 5th option, a Blocking TE, is not covered at all on a deep post due to a tagging glitch.
In the present sim code, where the QB could go through all of his progressions multiple times, will the QB always throw to the blocking TE, even though he has a Catching of, say, 12.33, Jumping of 6, no offensive SAs/VAs, and will be dealing with a PQ hit on the deep ball?
Is it even possible in the sim that a QB could "decide" that the Possession WR has the greatest chance of successfully catching the ball, based on his build?
Would something like a build-based "catching probability" score for intended targets even be technically possible to implemented?
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Does the 1 hand catch SA always have a chance to fire, or is it only when a ball is off target? Like, could an intended receiver use 1HC to snatch an on-target ball (while it's slightly outside of his normal catch radius) before a defender gets close enough to deflect it?
Originally posted by Bort
1) Defender proximity is a much larger portion of the risk score than the player's abilities, since the risk score assigned climbs exponentially based on nearby defender count. They only time player skills really come into play much are if two players are fairly equally covered at the same distance, etc. An wide open man will nearly always get the pass over a covered one.
2) 1 handed catch only applies to balls that are near or outside the normal catch radius. The throw does not have to be a "bad pass" for it to apply; it can apply whenever the ball is in that position.