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Gongadan
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HB Combo
Super Tecmo Bo - After the snap, this RB gains a very small (0.05 % / level of this SA) but cumulative bonus each second to Spd, Agi, Str and Cry; so the longer the play goes, the better the back becomes.

So with 10 in Super Tecmo Bo, after five seconds you'd have a 2.5% boost to Spd/Agi/Str/Cry

HB Elusive
Bo Knows - Each level of Bo Knows gives a slight increase to vision and agility when a defender is within jumping tackle distance.

WR Speedster
View of the Jumbotron - ONLY ACTIVE IF STADIUM HAS AT LEAST ONE LEVEL 2 SECTION. While carrying the ball, this WR has a bonus to vision and agility if there are any defenders behind him.
 
jamz
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Hard Hitter Secondary - SS FS

Lights Out - Each level of Lights Out, increases the chance of causing a fumble, when a Big Hit, or Monster Hit Tackle take place.
Edited by jamz on Feb 12, 2010 09:11:21
 
jamz
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Blitzing LB -

Unstoppable Force - When these speedy and agile linebackers meet an immovable object, they're less likely to get pancaked by their stronger larger counter O-Line counterpart.
 
Fumanchuchu
fonky
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Shoot the gap (blitzing LB).

This player is adept at finding the soft spot in the Oline. Shoot the gap increases the linebackers chance of getting through the line cleanly.



Basically this is a penalty to the engage block roll of the Oline. (assuming there is an engage block roll or something like it.)
 
jamz
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Rushing FB -
Thunder Thighs - This Fullback is more likely to carry a tackler on his back, than fall short of his objective. Each level increases the likelyhood that a low quality succesful tackle, will be drug down field rather than bringing the runner down.
 
jamz
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Hard Hitting LB -
Sweep The Leg - This linebacker is so adept at making tackles, that he's able to use only his arms to move the opponents legs right out from underneath them. Each level of Sweep the Leg, increases the success rate of all make diving tackle rolls.
 
Fumanchuchu
fonky
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Runaway train Blocking Fullback

This player loves to block people into the ground. When the fullback pancakes a defender he gets a 1% bonus to speed/agility/vision until he engages another defender, every time he pancakes a player he doubles the bonus until he reaches the next defender.


Example: Pancake, 1% bonus to hunt down the next guy, pancake, 2% bonus to hunt down the next guy, pancake, 4% bonus to hunt down the next guy.

More levels of runaway train increase the starting bonus. 5 would get you 5%/10%/20%, etc or something like that.

Not as outrageaous as it sounds because after the third pancake the play is over for the most part.
 
Fumanchuchu
fonky
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Originally posted by jamz
Blitzing LB -

Unstoppable Force - When these speedy and agile linebackers meet an immovable object, they're less likely to get pancaked by their stronger larger counter O-Line counterpart.


I'd like it better on the speed DE. They're such a liability against the run.
 
jamz
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Possession WR -

Leap of Faith - This target is so reliable, the Quarterback will look his way even when blanketed by a much quicker defender. Each level of Leap of Faith increases the chance, that this players jumping ability will allow him to go up in the air and make the catch despite excellent coverage. (Increase chance to outjump the defender / win pd / catch roll)
 
jamz
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Originally posted by Fumanchuchu
Originally posted by jamz

Blitzing LB -

Unstoppable Force - When these speedy and agile linebackers meet an immovable object, they're less likely to get pancaked by their stronger larger counter O-Line counterpart.


I'd like it better on the speed DE. They're such a liability against the run.


Could fit there instead, I was just thinking the major reason LBs don't get a ton of sacks is they get caked a ton.
 
Time Trial
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Short Yardage QB

This SA gives a bonus to making plays in short yardage situations, whether it being diving through the pile or hitting short routes.
 
Kirghiz
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(Deep Passer): Long Bomb: Each level of this SA increases the vision check to lead the receiver and increases pass quality on passes over 20 yards.

(Pocket Passer): I like everyone's "hot read/hot route" SA posted above.

(Scrambling QB): Scrambling Lane: Each level of this SA gives a bonus to finding gaps in the defense and scrambling for yards. (Should increase the frequency in which the QB takes off and runs)

(Power Back): North/South Runner: This back hits the hole with authority. Each level of this SA increases the power back's acceleration on handoffs (not pitches).

(Elusive Back): Ankle Breaker: Each level of this SA gives a bonus to the vision check to read a cut back lane and increases the player's turning ability to make the cut back if within 8 yards of the LOS.

(Combo Back): Workhorse Back: Each level of this SA reduces the energy lost from carrying the ball, and reduces morale hits from Big Hit/Monster Hit.

(Scat Back): Catch In Stride: Each Level of this SA gives the running back a burst of speed for one second after catching a pass. (Would effectively get them back up to speed quickly if they had to pause to catch the ball)

(Running FB): Move The Pile: Each Level of this SA increases the speed in which the player can run while dragging tacklers.

(Blocking FB): Jack Em Up: Each level of this SA increases the pancake chance on the first defender the FB encounters while lead blocking.

(Receiving FB): Chip Blocker: Each level of this SA increases the effectiveness of chip blocks before running routes

(Combo FB): Iron Man: Each level of this SA causes energy and morale hits to have less of an effect.

(WR Speedster): Breakaway Speed: Each level of this SA gives the receiver a boost of speed while the pass is in the air, and a boost for one second after catching a pass.

(WR Possession): Middle Man: Each level of this SA increases the chance of catching passes in traffic and reduces the chance of balls being knocked loose.

(WR Power): Truck Stick: Each level of this SA increases the break tackle chance on passes shorter than 8 yards.

(TE Blocker): Stand Em Up: Each level of this SA increases the hold block chance on running plays, and gives a boost to moving the defender out of the way.

(TE Power): Hold On Tight: Each level of this SA increases the catch ball chance and reduces the chance of Knocked Loose.

(TE Receiver): Loud Mouth: Each level of loud mouth causes a vision penalty to defenders covering him man to man, and that defender takes an increased morale hit whenever he catches a pass. (Think Shannon Sharpe or Jeremy Shockey)

(TE Combo): Jack Of All Trades: Each level of this SA gives a small boost to Catch Ball Chance and Hold Block Chance.

(OL Pass Blocking): You Shall Not Pass: Each level of this SA gives the blocker a bonus to keeping the man he is blocking in front of him when pass blocking.

(OL Run Blocking): Road Grader: Each level of this SA gives the O-Lineman a boost to acceleration at the snap of the ball.

(Strength DL): Dirty Dawg: This player is good at the moves the refs don't see. Each level of this SA increases the duration of stuns from power moves.

(Speed DL): Explosive: Each level of Explosive gives a bonus to the vision check to read the snap of the ball and gets an acceleration boost for one second after the snap.

(Combo DL): Change Up: Each Level of this SA gives a bonus to break block chance while on Combo pass rushing.

(Coverage LB): Clamp Down: Each level of this SA gives a bonus to deflect ball chance and knock loose chance.

(Blitzing LB): QB Killer: Each level of this SA decreases the pressure required to cause a hurry, and increases the QB's chance of fumbling when sacked.

(Hard Hitting LB): Thunderous Hit: Each level of this SA increases the morale hit when triggered, and decreases the chance of the ball carrier gaining yards while being tackled.

(Combo LB): Vocal Reader: Each level of this SA boosts the entire defense's vision check to read the play when this player passes his check.

(Man Secondary): Route Reader: Each level of Route Reader increases the chance of the DB anticipating the WR's route and jumping the route when the pass is coming.

(Zone Secondary): Deep Man: Each level of this SA gives a bonus to deflecting passes and knocking passes loose when thrown into his zone.

(Hard Hitter Secondary): Power Hitter: Each level of this SA increases the FF and KL chance when delivering a hit to receivers and ball carriers.

(Combo Secondary): Eagle Eye: Each level of this SA gives a bonus to the vision check when reading run or pass.

(Boomer Kicker): Long Drive: Each level of this SA increases the likelihood of touchbacks on kickoffs and increases accuracy of FG attempts longer than 50 yards.

(Finesse Kicker): Spilt The Upright: Each level of this SA gives a bonus to kick accuracy on FG's shorter than 40 yards and XP's.

(Boomer Punter): Long Bomber: Each level of this SA gives an increase to punting power.

(Finesse Punter): Dead Man Walking: Each level of this SA increases the chance of the punter successfully making a coffin corner punt.

(KR/PR): Home Run Hitter: Each level of this SA gives the returner a boost to speed when he gets behind the coverage.

(STOP): ST Specialist: Each level of this SA gives the ST player a bonus to holding blocks and breaking blocks when playing on ST coverage or return teams.







Edited by Kirghiz on Feb 12, 2010 09:42:06
 
pottsman
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Blocking FB - Freight Train
This fullback packs a lot of force. Every point in Freight Train increases the chance of pancaking the defender on the first engagement, allowing him to move up to the second level.
Gives no bonus to the second, third, fourth blocking rolls. Just on the initial engagement.
 
Jah King
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Man Specialist Secondary

Inside Technique

Keep your man in front of you with the Inside Technique.
The Ability gives you a boost to Agility & Vision. Increases
the bonus on 3rd & Long

Higher Levels Increase the reaction time and bonuses
while the balls in the air.
Edited by Jah King on Feb 12, 2010 09:54:00
 
Feudel
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Dooley IMO- Break away speed increased.
 
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