User Pass
Home Sign Up Contact Log In
Page:
 
Catch22
offline
Link
 
Originally posted by pottsman
These really need an annoucement.


Still need testing - I'm just putting them out here now so people have a general idea of what is coming.
 
im4ut999
offline
Link
 

Balance All Players - After being pancaked by an opposing player, the Balance ability gives this player a chance to keep his footing and avoid falling down. He will only stumble backward a bit instead. This works for both blockers and players being blocked.
--- o-line and d-line, maybe LBs/blitzers

Pummel Blockers - This player is uses every advantage he can when blocking, really putting the hurt on his man. The Pummel skill decreases the morale of a defender when attempting to break this player's block.
--- o-line

Brace for Impact Offense - The Brace for Impact skill allows this player to steel his body and reduce the chance of having the ball knocked loose by a punishing hit after a catch.
--- receivers

Catch in Stride Offense - This player knows how to catch and pull in a pass. The Catch in Stride ability increases the chance that this player can catch a pass without slowing down.
--- receivers

Hurdle Offense
This player can jump over diving defenders with ease. The Hurdle ability gives this player a bonus to avoiding diving tackles.
--- HB/receivers

Open Field Fake Offense - The Open Field Fake ability gives this player a bonus to performing head fakes and jukes when there is only one defender within 10 yards.
--- HB/receivers

Quick Read Quarterback - The Quick Read skill allows this QB to proceed through his checkdown progressions more quickly and find wide open receivers more easily.
--- QB

Scat Back Offense - Replacing VA Scat Back - still need description info
--- HB

Surge Offense - This player hits the hole with gusto when he is rushing. The Surge skill gives the player a burst of acceleration when he hits the line of scrimmage untouched on inside runs.
--- HB

Disguise Blitz LB/Secondary - This player is a sneaky blitzer. The Disguise Blitz ability increases the chance that opposing QBs and blockers will not account for this player's blitz, leaving him unblocked, when he is playing any non-defensive-line position.
--- LB/secondary

Fire Up Defense - Whenever this player gets a tackle for loss, forces a fumble, or 3rd/4th down tackle short of first down, The Fire Up ability allows him to fire up his teammates, giving all defenders on the field a boost to morale and energy.
--- defense

Gang Tackle Defense
Working together is the key to a good defense. The Gang Tackle ability gives this player a bonus to tackling ability when there are other tacklers within 2 yards.
--- defense

Head Hunter Defense - The Headhunter ability gives a bonus to causing fumbles, big hits, and monster hits when this player is traveling at or near full speed.
--- secondary

Head of Steam LB/Secondary - This player goes all out when he blitzes from a LB, CB, SS, or FS position, making him less likely to be pancaked or engaged in a block.
--- LB/secondary

Jackhammer Defense - Knock that ball loose! The Jackhammer skill gives a bonus to knocking the ball loose when tackling the receiver right after a catch.
--- LB/secondary

Relentless Pursuit Defense - This player will tirelessly pursue the QB. The Relentless Pursuit skill gives him a bonus to breaking pass blocks when the QB has not passed within 3 seconds.
--- d-line

Zone Focus Defense - This player is best in zone coverage. The Zone Specialist ability gives a bonus to speed, agility, and vision when playing in zone coverage. This bonus does not apply after the defender sees the incoming pass, or after the ball has been caught
--- secondary

==============================================================================

I tend to agree that this could easily lead to over-powered capability needing a couple seasons to work out the details. I don;t see these as adding differentiators in builds, but more in locking down specific build types.

o-line appears to be pushing to opposite ends of pass/rush capability. Without the capability to substitute players for play type on offense and to counter those plays on defense (power run vs. pass block), teams that choose to go with an extreme will have an advantage over defenses that have to play defense against both run and pass teams.

I don't see this solving this problem, more just making it harder for the defense to contain both run oriented and pass oriented teams....offenses will tend toward one end and defenses will try to balance between run/pass.
 
AngryDragon
offline
Link
 
Sounds cool but the list seems kind of short.
 
Fumanchuchu
fonky
offline
Link
 
Pretty underwhelming list. Most seem like just another SA to not put points in, and the best VAs are going away.

I'd rather see SAs go away than VAs. Most are fail anyway and the algs discourage using them. VAs you can get at level 25 while you have to wait on SAs if you don't want to ruin your build.

meh.
 
Pietasters
offline
Link
 
Ok the one things that really catches me is the one defender within 10 yards. With the speed of defenses having only one defender on you at a time let alone within 10 yards means this SA is extremely limiting. You could argue that a WR could use it but even that is not the case because there is tons of double coverage in most situations. Maybe the WR2 could use it but even then I would pick something else over it.

Open Field Fake Offense
The Open Field Fake ability gives this player a bonus to performing head fakes and jukes when there is only one defender within 10 yards.

This skill can help break down the last man on defense, leading to a TD.

Additional Levels:
Increases the bonus to Head Fake and Juke skills.
 
drake262
loldrake
offline
Link
 
I'm just a little confused on Zone Focus. Is it replace Zone SP. and if it is, does it work the same?
 
LionsLover
offline
Link
 
Originally posted by AngryDragon
Sounds cool but the list seems kind of short.


I was agreeing on the short part as well. I was thinking it should be a little longer to cover more archetypes.
 
RMiller517
offline
Link
 
underwhelming. this list should be huge.

why is there really only 1 kinda crappy bonus "SA" for each archetype? like powerbacks had nothing to choose, and they'd have to take something from this list, and they get 1 SA? why even call it a bonus SA if everyone is going to take the same thing?
 
bccomstock
offline
Link
 
I'm not sure if this was discussed when the archetypes came out, but will these bonus SAs be available on AEQ?
 
tuba_samurai
offline
Link
 
It is a short list, but you still get to pick from the other OOP SAs too. So its not like there are only 1 or 2 choices per position.
 
Longhornfan1024
HOOD
offline
Link
 
Basically it was a way to change some overpowered VAs (especially in the context of archetypes) to SAs so that they aren't so clear-cut in their bonuses and so that they require sps, including increasing costs.
 
jpjn94
doc ock
offline
Link
 
Originally posted by tuba_samurai
It is a short list, but you still get to pick from the other OOP SAs too. So its not like there are only 1 or 2 choices per position.


That was going to be my question...

Is it true the bonus SA can still be any SA not on the exclusion list or one of the new ones?

 
Catch22
offline
Link
 
Originally posted by jpjn94
That was going to be my question...

Is it true the bonus SA can still be any SA not on the exclusion list or one of the new ones?



Yes the bonus SA will be an SA that is not on the exclusion list OR one of the new ones. This was just a way to give a few more options to players, it wasn't meant to be a huge list and we don't want it to be a huge list. It's one extra SA a player can choose, not a whole new tree, so it was never intended for their to be 20 options to choose from.

These new SA's will not be available on AEQ.
 
SeattleNiner
NINERS
offline
Link
 
Originally posted by Pietasters
Ok the one things that really catches me is the one defender within 10 yards. With the speed of defenses having only one defender on you at a time let alone within 10 yards means this SA is extremely limiting. You could argue that a WR could use it but even that is not the case because there is tons of double coverage in most situations. Maybe the WR2 could use it but even then I would pick something else over it.

Open Field Fake Offense
The Open Field Fake ability gives this player a bonus to performing head fakes and jukes when there is only one defender within 10 yards.

This skill can help break down the last man on defense, leading to a TD.

Additional Levels:
Increases the bonus to Head Fake and Juke skills.


Yeah this one would be better if it was "1 defender with 10 yards & inbetween the runner & the goal line" - not worded the best but meaning that trailing defenders closer than 10 yards would not be part of the equation...

 
jpjn94
doc ock
offline
Link
 
Originally posted by Catch22
Yes the bonus SA will be an SA that is not on the exclusion list OR one of the new ones. This was just a way to give a few more options to players, it wasn't meant to be a huge list and we don't want it to be a huge list. It's one extra SA a player can choose, not a whole new tree, so it was never intended for their to be 20 options to choose from.

These new SA's will not be available on AEQ.


Thanks catch!

Let me tell you though that last statement about the AEQ is HUGE so please make sure to include that in any formal announcement

I would love to see some of these replace some of the other SAs, but I'm sure that's too hard to code with the older players on the site already.

 
Page:
 


You are not logged in. Please log in if you want to post a reply.