Everything any player will need to know:
I am not saying this is what you should do, these are just my feelings after doing a lot of reading/watching/asking questions. I also want to note that the reason I wrote this up was not to knock what was said and what was done before me, but when I see level 8 DTs with more stamina than stren I just want to cry haha
Take this for what you will, but when I get bored at work I'll sit on the position talk, rate players forum, and I get 4-5 PMs afterwards asking for suggestions and tips and I figured I'd just lump it into 1 post to give away most of my suggestions/advice. Feel free to disagree, but it makes sense to me, and a lot of people who ask me questions.
I personally am a fan of extreme player builds early and rounding them out around level 10-12 - basicly your first season is spent doing shitty, but after that you have a godly player. The trick to building an excellent player vs an average one is understanding and accepting the fact that...sometimes not always...the first 1/2-3/4 of your first season is going to be kinda weak in terms of stats, but you will make up for it come season 2.
If you want to be totally extreme another good idea is to "bank" or "store" skill points until you have enough stored to max out your ability - the trick here is to daily train the skill(s) you're trying to max out so that you spend fewer points at the end of the day max'ing it out
(see my fresh level 2-3 players, they've yet to spend a skill point, and they are daily training the skills I plan to max
I feel that any position has 1-3 KEY attributes that you are going to want over the first "soft cap" of 48-49 (the real number is around 48.2). when you reach this level to gain 1 attribute point you need to spend 2 skill points. The next soft cap is somewhere in the low 60s, but building that extreme is a bit excessive IMO, but certain positions may benifit if you want a more "hardcore" player, DTs w/ stren, Oline w/stren, WRs w/speed, QBs w/throwing, K/P w/their respecitve skills
The reason you get your skills to the "soft cap" is because as I stated earlier after this point they start costing you 2 skill points to bump it 1 attribute point.
You need to stop and ask yourself - what skills am I going to want over 49 by the time I am level 12 or even 15 - then pump those first. I made a list of what I feel are the key attributes for each position, again feel free to disagree, but they're my "ideal" stats haha.
Another trick that is slightly obvious is when making a new player is the "re-roll" button you have on your screen. You have 2 options here, (1) is to roll enough times to get your primary 2-3 attributes as high as possible; or (2) roll enough times so that you have 8-9s in the bulk of the skills you'll never want. IE Kicking, punting, throwing for a WR, Tackle for an Oliner, ect...
I personally prefer the latter, but I've used both, if you use the latter more often then not your primary skills should be relativly high anyways.
A player should be able to get their first skill "soft capped" by level 5. 2nd by level 10-12 depending on how you did your roll. After that you can start balancing out your player - usually stamina is the first one I start to touch because I haven't touched it since I rolled my player.
My opinion on stamina is its a fine touch skill - depending on how you're ending your games bump it up, I don't like dipping that far into the 70s so I add accordingly - if you don't like going into the 70s adjust to your personal taste. Yes eventually I will not like dipping into the 70s, but when I need to add skills to a lot of other skills I accept it lmao and just plan on building it up later.
If you're building your player in the DLeagues, play on relaxed - as far as I know playing on relaxed doesn't effect your in game exp, plus after 30-40 snaps you're talking 10-50 exp anyways. You can also use your early equipment points (the cheapy $500 crap to tack on 4 more points of stamina)
Now for the flamefest when people tell me I am wrong The ideal stats that I personally would work on early for the different positions:
QB: Throwing 1st
This has been a rougher position for me to make a judgment call on - after looking at the QBs on some of the teams I play for (and jeffgarcia's immediate backing of my on-the-fence thoughts). I am going to go with his idea of Vision > Confidence > Strength. I'd shoot for getting them in the mid-high 40s before switching to the next one
HB: Elusive: Agility 1st, Speed 2nd; Power: Strength 1st, Speed 2nd
Its a toss up - I personally prefer the elusive back end game, but thats me - for the Powerback it is also worthwhile to note that Bort has come out and said that Carrying helps not only not fumble but also helps break tackles, so take that for what its worth Powerbacks
FB: Blocking: Strength 1st, Blocking 2nd; Running: Strength 1st, Speed 2nd
Either way Stren is important, is a good balancing skill for ya so you can block and run. I personally am of the belief that a FB is more of a blocking back, but thats my opinion also take the same note about carrying that I gave to HB
WR: Speed 1st
I honestly think that Agility should be capped as well, but thats more opinion than anything, it should get some serious love IMO, might not need to be capped early though, Bort has stated that Agility will play a higher roll in getting your player to max speed season 4, so it kind of reaffirms my beliefs. Also there isn't much need to bump your catching up past 35. Vision is quite key, I'd shoot for 30ish by 16 - I personally don't like possession WRs but basicly you just raise your stren/jumping/catching instead of pouring them into speed and agi - IMO speed should be softcapped regardless of the type of WR
TE: Blocking: Strength 1st, Blocking 2nd; Recieving: 2 thoughts here, either build him like a WR, or build him like a Power FB
I perfer a Blocking TE myself who gets "capped" by 12, and then put your points into speed and catching, followed by agility and vision
OT: Strength 1st, Blocking 2nd
OG: Strength 1st, Blocking 2nd
C: Strength 1st, Blocking 2nd
Kinda easy Agility is kinda key because your DLine should be stacking it and you need to stay in front of them - Guards may also consider investing into speed for pitches and pull plays
DT: Strength 1st, Agility 2nd
I'm not exactly sure of the changes coming to tackling for season 4, but on my 18 I've yet to add any points directly and he seems rather happy. Speed should be looked at for pass rushers, vision/blocking should be looked at for run stuffers, or just more stren
DE: Agility 1st, Stren 2nd
You are the containment guy, you need to rush the QB and watch the TE so you need to be able to smack up the OLiners who should be stacking stren. Speed should be your next focus, followed by vision
LB: Speed 1st
I hate building LBs haha - LBs need vision as their 2nd highest skill IMO, followed by Agility and Strength - I personally would shoot for strength, but thats because IMO getting vision much past 40-45 isnt worth it currently
CB: Speed 1st, Agility 2nd
Vision needs to be up there as well, but as I said getting it much past 40-45 right now isn't worth it if you invest a bit into super vision eventually
Safeties (Both SS and FS): Speed 1st
Once again vision needs to be in the 40s - my priority was to get my vision up to 40 after I got my speed capped. Strength should be up there relativly high as well if you wanna cause some fumbles, as Agility for mobility
K/P: Kicking/Punting 1st, Strength 2nd,
I've seen level 24 K/Ps with like 30 stren and 50 confidence that smack 50 yards no problem, but I've also seen 30 confidence and 50 stren hitting them just as well. Vision is also key and you should sprinkle some in as well after you max the first 2 IMO - seems like an obvious position but it actually is one of the rougher ones to pick for me personally.
Also side note - Bort has confirmed that speed/agi helps kickers kick, and jumping helps punters punt
Now you say - Frisky, what about my SAs? When do I put points into those? Quite easy actually, your skill points scale no matter your level, you don't get free points into SAs when you level, my level 1 has the same cost of "First Step" as your level 24 - so why oh why would you want to put valuable skill points there early? You can much easier throw 10 points into a SA at level 15 then throw 10 points into speed/throwing/kicking/whatever at level 15 if you built right
this here is the guide for my team to build attribute towards.
this will help a lot of people with building their guys, if you have any questions like our WRs, and HBs, like what kind of build we want, jus ask. if you have your boosting points left over and dont know what the hell to do, just ask and i can help ya.
one big thing i am going to try to do this season is only have 3 G and 3 OT, my OT and stacy andrews both can play the entire game without coming out, i messed up and put 40 stamina into my guy, big mistake but now he wont have to come out. also once our C klotz gets enough stamina and is also able to stay the whole game then we will drop down to one C, this will help us cut down on salary and more PT for us, also we will only have 3 WR too.
HB we want to be eluisive,
WRs we want to be possesion,
TE balanced very little more towards catching though,
FB a lot of block but be able to pound the bitch in on short shit,
O-line, more towards the run,
QB POCKET,
i think i got offense. now for the defence,
DT we want to be able to just straight bum rush and plow over evey O-line in their way, be able to take out 2 O-linemen, make them double team you.
DE we want a pass rusher, blitz in there every play and kill the QB, i want the tunnel wision to work eveery single play,
MLB this is mainly for me but a big ass scary run stoppin mother fucker,
OLB i want them to be just like a CB except with a lot more strentgh, be able to catch a HB going outside, or be able to catch that pick our DT tipped up in the air, be able to keep up with a WR comin inside on zone plays, i want you to be the strongest CB in the world
CB every thing i just said except without the strength, i dont ever want to see a WR beat you over top.
SS you are the heart and sole of the DBs, i want you to do it all, if that HB gets through the "box" then i want you to knock the fuck out of him, or if that WR come just over top the LBs then i want you to knock his dick in the dirt as soon as he touches that ball, you are the main man here.
FS this is also mostly for me, but i want you to be able to take any WR that does beat the CB, be able to keep up with them over top, be able to take that lob pass for a TD, but still be able to be that last resort tackle in every play.
From my team to yours
Ok, I figured I would put this all in 1 thread so we can all post here about anything about developing a player.
First off... this is a compilation of alot of info so if it repeats sorry I dont have all the time in the world to proof.
**Originally posted by Skills Guide
Strength - Important for all lineman. Helps you break tackles and hit hard. Also helps you to throw, kick, and punt a little farther.
Speed - How fast you move. If you want to score, speed is recommended. Helps Defenders catch up for tackles too!
Vision - Did you see that hole open to the left? Can you see the goalposts? Vision helps ALL players know what is going on around them. It is very important for QBs "threading the needle" with passes. It's also sort of the "6th sense" of predicting what your opponent is going to do when blocking or trying to break blocks.
Kicking - How well you can kick the ball for field goals and point after attempts.
Throwing - If you want to hit your receivers in stride and not throw picks you'll want a high throwing value.
Punting - How well you can kick the ball to your oppopnents. If you want good field position you'll want a good punter.
Stamina - The better your stamina the more you'll get on the field.
Catching - You'll need this if you are planning on catching any touchdowns or snagging any picks.
Jumping - Need to layout for a pass? Want to gain an couple extra yards on defense? Plan on swatting that ball away? Jumping is crucial to all of those things. It is also important when making diving tackles.
Agility - How fast your player can adjust their movement. If you want to dodge a tackle or head past a blocker you'll want high agility. Important for any player who needs to turn quickly...Lineman as well as speedsters.
Confidence - Just throw 3 interceptions in a row? It doesn't matter if you have enough confidence to keep going. Helps your player's will bend but not break.
Blocking - If you plan running any kind of offense you're going to need plenty of good blockers. Blocking helps your player to keep his target occupied longer.
Carrying - Don't want to fumble the ball? You better practice your holding ability. The better your Carrying skill, the less you lose the ball.
Tackle - Tired of sloppy arm tackles? Well boost your tackling skill and wrap those ball carriers up! Tackling is a solid foundation for any defender.
**Originally posted by General Tips
Stamina
Stamina is crucial for any player. It doesn’t matter how good your player is if he is warming the bench. Furthermore, you get XP based on how many plays you play, not what you do during them. So being on the field is key. Here are some specific guidelines:
Offensive players - these do not tire as quickly as defensive players.
QB
Level 1 - 14
Level 2 - 17
Level 5 - 21
Level 10 - 25
etc.
WR, TE, O-linemen
Level 1 - 16
Level 2 - 19
Level 5 - 25
Level 10 - 30
etc.
Defensive players and HB - they tire easily so they need a little more.
Level 1 - 16
Level 2 - 20
Level 5 - 26
Level 10- 32
etc.
Punters and Kickers - these do not tire much at all so they do not need as much stamina.
Level 1 - 8
Level 2 - 8
Level 3 - 9
Level 4 - 10
Level 5 - 11
etc.
All these numbers can be adjusted about a point or two, but if you have, for example, a level 2 C with stamina 30 that is probably a waste at that level.
Special Abilities
Special Abilities enhance your physical attributes. Thus without physical attributes they do not do much. The importance of Special Abilities varies from position to position.
-Very Important (add about 1 Special Ability point for every 3 you put into physical attributes) - K, P
-Important (add about 1 Special Ability point for every 4 or 5 you put into physical attributes) - QB, HB, WR, TE, O-line, D-line
-Not so Important (add about 1 Special Ability point for every 6-8 you put into physical attributes) - LB, CB, SS, FS
Also note that when you fill out the tree, you cannot put more than twice the previous number in the next box. For example, a QB’s Passing tree looks like this:
Pocket Presence -> Tight Spiral -> Pump Fake -> Turn Shoulder -> Field General
You cannot put 1 point in Pocket Presence and 3 points in Tight Spiral. You would have to put 2 points into Pocket Presence before the 3 in Tight Spiral would have any effect.
At this early stage in your player's development it is better to pick one tree and focus on it rather than trying to balance it all out between both trees, You can try to balance it, but your player will have a more solid immediate impact if you focus first then add balance later.
Boosting
You can boost your player up to 3 levels per season. You will need flex points to do this, which you can get by either purchasing them or by getting referrals.To do this Click on the Flex Points tab at the top of the page then where it says Level Up a Player, click boost and it will give you a drop down box where you select which player to level up and how many levels (up to 3) you want to boost him. It cost the same amount per level to boost a player as it cost to create him.
Custom Equiptment
You can make a piece of custom equitpment that increases any one attribute or combination of attributes +6. The cost is 100 FPs per +1, so a piece of custom equiptment that is +6 would cost 600 FPs. You can only use 1 piece of custom equiptment so don’t create two for the same player. That would be a waste of FPs.
**Originally posted by Positions Guide
Here is a key:
Position Some I have divided into categories (eg.Power vs. Speed/Elusive HB)
Key Physical Attributes: These are the attributes which are the most important for creating a player at this position.
Other Important Physical Attributes: These are the attributes which are important for creating a player at this position, but not as important as the Key Attributes
Special Abilitites: I have grouped this into 3 categories:
-Very Important - Special Abilities are critical for the player's success. Make sure they are filled early and often(add about 1 Special Ability point for every 3 you put into physical attributes) - K, P
-Important - Special abilities are about as important as physical abilities. Pick a tree and add abilities to it regularly (add about 1 Special Ability point for every 4 or 5 you put into physical attributes) - QB, HB, WR, TE, O-line, D-line
-Somewhat Important - You should focus on physical abilities and add special abilities more sparingly (add about 1 Special Ability point for every 6-8 you put into physical attributes) - LB, CB, SS, FS
Other Advice: Any other tips about making this position.
Example of a Good Build: A url of a player at this position. If you post a url of one of your players who is very successful, please be sure to set his Attribute Sharing Option to "Everyone Can View".
Creating Positions
Pocket QB
Key Physical Attributes: Throwing, Vision, Strength
Other Important Physical Attributes: Confidence, Agility
Special Abilitites: Important - Focus on the Pocket Passer abilities
Other Advice:
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=50738Rushing QB
Key Physical Attributes: Speed, Agility, Vision
Other Important Physical Attributes: Throwing, Strength, Confidence
Special Abilitites: Important - Focus on the Scrambler abilities
Other Advice:
Example of a Good Build:
Power HB
Key Physical Attributes: Agility, Strength, Speed
Other Important Physical Attributes: Vision, Carrying
Special Abilitites: Important - Focus on the Power Back abilities
Other Advice: Agility is key for your speed to be used to it's maximum potential. Vision as well helps quite a bit with finding holes and cut backs.
Example of a Good Build:
Elusive/Speed HB
Key Physical Attributes: Speed, Agility, Vision
Other Important Physical Attributes: Strength, Carrying
Special Abilitites: Important - Focus on the Elusive Back abilities
Other Advice: Speed is the key to this type of HB. Pump the speed way up.
Example of a Good Build:
Dual Threat Runing/Catching HB
Key Physical Attributes: Agility, Catching, Vision
Other Important Physical Attributes: Speed, Carrying, Strength
Special Abilitites: Important - Focus on the balancing point between both trees
Other Advice: This type of player is tough to build well and takes a very specialized game plan to uutilize his skills effectively. Since you are trying to balance attribute points it may take a while before your HB reaches the same level of effectiveness as more specialized HB at the same level.
Example of a Good Build:
Rushing FB
Key Physical Attributes: Agility, Strength, Vision
Other Important Physical Attributes: Carrying, Blocking
Special Abilitites: Important - Focus on the Offensive abilities
Other Advice:
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=27426Blocking FB
Key Physical Attributes: Blocking, Strength, Vision
Other Important Physical Attributes: Aglity
Special Abilitites: Important - Focus on the Blocking abilities
Other Advice:
Example of a Good Build:
Speed WR
Key Physical Attributes: Speed, Agility
Other Important Physical Attributes: Catching, Vision, Jumping
Special Abilitites: Important – Focus on Speedster abilities
Other Advice:
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=68451Possession WR
Key Physical Attributes: Catching, Agility
Other Important Physical Attributes: Speed, Jumping, Vision, Confidence
Special Abilitites: Important – Focus on Possession Receiver abilities
Other Advice:
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=29421Receiving TE
Key Physical Attributes: Catching, Speed, Agility
Other Important Physical Attributes: Vision, Jumping
Special Abilitites: Important – Focus on Receiving abilities
Other Advice:
Example of a Good Build:
Blocking TE
Key Physical Attributes: Blocking, Strength
Other Important Physical Attributes: Agility, Vision
Special Abilitites: Important – Focus on Blocking abilities
Other Advice:
Example of a Good Build:
C
Key Physical Attributes: Blocking, Strength, Vision, Agility
Other Important Physical Attributes: Speed, Confidence
Special Abilitites: Important – Focus on one tree or spread points evenly between both trees
Other Advice:
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=35473Run Blocking O-lineman
Key Physical Attributes: Strength, Blocking
Other Important Physical Attributes: Vision, Agility
Special Abilitites: Important – Focus on Run Blocking Tree
Other Advice:
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=33093Pass Blocking O-lineman
Key Physical Attributes: Speed, Agility, Strength, Blocking
Other Important Physical Attributes: Vision
Special Abilitites: Important – Focus on Pass Blocking Tree
Other Advice: It is harder to put together a pass blocking one. But could be beneficial against the speedy DE's people like to make.
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=32210Balanced O-lineman
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=40541(could use more strength)
Run Stopping D-lineman
Key Physical Attributes: Strength, Agility, Tackling
Other Important Physical Attributes: Speed, Vision
Special Abilitites: Important – Focus on the Run Stopping Tree
Other Advice: It is better to specialize your DT and focus on just one of your ability trees
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=42353(needs more tackle and not so many points in Ability Trees)
Pass Rush D-lineman
Key Physical Attributes: Speed, Agility, Tackling
Other Important Physical Attributes: Strength, Vision
Special Abilitites: Important – Focus on the Pass Rush Tree
Other Advice: It is better to specialize your DT and focus on just one of your ability trees
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=28501</span>ROLB
Key Physical Attributes: Speed, Agility, Vision, Tackling
Other Important Physical Attributes: Strength
Special Abilitites: Less Important – Focus on Pass Rush Tree
Other Advice: They usually cover slot WRs and TEs, and blitz
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=27087(needs more speed and agility)
MLB
Key Physical Attributes: Tackling, Strength, Vision
Other Important Physical Attributes: Speed, Agility
Special Abilitites: Less Important – Focus on Hard Hitter abilities up to D-line General
Other Advice:
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=32103(decent build, not great)
LOLB
Key Physical Attributes: Tackling, Agility, Vision, Strength
Other Important Physical Attributes: Speed
Special Abilitites: Less Important – Focus on either ability tree according to personal preference
Other Advice:
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=36646CB
Key Physical Attributes: Speed, Agility, Vision
Other Important Physical Attributes: Jumping, Catching
Special Abilitites: Less Important – Focus on either ability tree according to personal preference
Other Advice: Physical abilities are key for this position
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=27757SS
Key Physical Attributes: Vision, Agility, Tackle, Speed, Strength
Other Important Physical Attributes: Confidence, Catching
Special Abilitites: Important - Especially Super Vision, Wrap Up Tackle, Swat Ball
Other Advice: SSs are hard to build because they need to be a jack of all trades. It may take a little longer to see great results at this position.
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=26755(best I can do so far)
FS
Key Physical Attributes: Vision, Agility, Speed, Catching
Other Important Physical Attributes: Tackling, Confidence
Special Abilitites: Important - Especially Super Vision, Wrap Up Tackle, Swat Ball
Other Advice:
Example of a Good Build:
K
Key Physical Attributes: Kicking, Strength, Vision
Other Important Physical Attributes: Confidence
Special Abilitites: Very Important – Especially Automatic
Other Advice: Stamina is not as important because his playing time is limited. Keep it around 8-10.
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=36742(needs less confidence, more kicking)
P
Key Physical Attributes: Punting
Other Important Physical Attributes: Strength
Special Abilitites: Very Important
Other Advice: Stamina is not as important because his playing time is limited. Keep it around 8-10.
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=28642KR/PR (CB/WR/HB)
Key Physical Attributes: Speed, Agility
Other Important Physical Attributes: Vision
Special Abilitites: Important - Put points into First Step, Change Direction, and Return Specialist only
Other Advice: Stamina is not as important because his playing time is limited. Keep it around 14-16. Also find other creative ways to use him, as backup WR, HB, nickle back, etc.
Example of a Good Build:
http://goallineblitz.com/game/player.pl?player_id=43165(30.8 yds/kick return avg.)
**Originally posted by Random
For a wide receiver, I believe the following skills are the most important and in order of importance...
Stamina - Keeps you in the game longer
Catching - Prevents you from having too many dropped balls
Speed - Allows more YAC
Agility - Eluding would be tacklers
Jumping - Getting above those pesky corners and safeties
Strength - Breaking a possible tackle
Blocking - Help in the running game...Hines Ward comes to mind here
Confidence - Being able to know you can make the play and pump up the team
Carrying - Hold onto that ball...fumbling after getting hit sucks
One thing I did notice is that when you add special abilities, they tend to play off of your attributes. For example super vision plays off vision, but if you only have 10 vision but 3 on super vision... You just wasted all those skill points because your vision has to be high for the other to take effect.... So.. build up your skills then add special when those are high... Will benefit more that way.
Now on to other stuff.
Originally posted by Playoffs FAQ
Ultimate Playoffs FAQ: Presented by Tim Harper
*I came up with some questions that I see posted quite a bit on the boards and figured I would give you guys all the answers you are seeking. I covered mostly everything that will come up, but if I missed anything let me know and I will add it!*
-----------------------------------------------------------------------------------
-How many teams make the playoffs?-
8 teams from each conference of their respected league will make the playoffs.
-How long do the playoffs last?-
Playoffs last 8 days long. Single elimination format and a day off between playoff games. Champions from each conference will then meet for the league championship.
-Teams that make the championship, do they promote to a higher league after playoffs are over?-
Yes, top two teams from each conference championship will be promoted to a higher league. Top two in the Pro Leagues will soon be promoted to a champions league as soon as that is implemented.
-Teams that finish last in standings get demoted right?-
Bottom two teams from each conference will be demoted at the end of the season. They will soon be replaced from conference champions from the league below them.
-Are their XP gains during the playoffs?-
No. XP gains are turned off to keep the richer from getting richer. Wouldn't be fair to the teams watching from the outside.
-Are salaries paid during playoffs?-
Yes. Salaries will continued to be paid during the playoffs. Yearly salaries on based on 40 days, so do the math!
-Do teams gain money for home games during playoffs?-
Yes. Teams are awarded money for home playoff games like regular season games. That includes ticket sales and concessions.
-When is the last day of boosting?-
Last day of boosting is the night before playoffs at midnight(MST). Once playoffs begin, boosting is finished for the season.
-Are trades allowed during playoffs?-
All transactions will be halted before the playoffs being. Like boosting, will be shut off at midnight(MST) the day before.
-When is the latest I can upgrade my stadium?-
You can upgrade them throughout the playoffs. Once the playoffs finish, upgrading will be shut off for team movement.
Originally posted by XP Explained
I took this from another forum, and although some of this you may already know there is a bunch of good data on here to help you understand leveling better.
Let me start by saying training goes through at the change of the day, which occurs officially at 2 a.m. EST, but in reality it takes between 2 and 3 a.m. EST for all of the training to go through. There are a lot of players to train!
Another frequently asked question is “Will I lose my XP when I boost?” In other words, if my player is at 974 XP, will this be reset to 0 if I boost him? The answer is No! Your XP will be the same as it was, you will just be at a higher Level; it will not be reset.
As of now XP is not awarded for playing in playoff games, although you will still get XP for daily training throughout the playoffs and the offseason.
Here is how much XP you get each night when you train. Notice that the higher your Level, the less XP you get by a difference of 4 points per Level. So if you are a Level 1 player, each night when training goes through, you gain 100 XP. Once you hit Level 2, you will only gain 96 XP each night. At Level 3 you gain only 92 XP each night, and so on.
Note:
Training on Intense, Normal, or Relaxed has no effect on the number scale below. You get the number listed regardless of what intensity you choose to train on. Below the chart is an explanation of what the training intensities do.
Here is a quick and useful points/Level calculator:
Level Calculator
1: 100 XP per day
2: 96 XP per day
3: 92 XP per day
4: 88 XP per day
5: 84 XP per day
6: 80 XP per day
7: 76 XP per day
8: 72 XP per day
9: 68 XP per day
10: 64 XP per day
11: 60 XP per day
12: 56 XP per day
13: 52 XP per day
14: 48 XP per day
15: 44 XP per day
16: 40 XP per day
17: 36 XP per day
18: 32 XP per day
19: 28 XP per day
20: 24 XP per day
21: 20 XP per day
22: 16 XP per day
So let’s say you have a Level 6 G and he is at 948 XP and you want to know if he will Level Up tonight.
Well you look up at the chart
5: 84 XP per day
6: 80 XP per day
7: 76 XP per day
and see that he gets 80 XP per day, so you know that he will definitely Level Up when training goes through. In fact he will Level Up and have 28 XP towards his next Level left over (848 + 80 = 1028 = 1 Level Up + 28 XP left over). As you can see this completely takes the guess work out of Leveling Up.
You can see now why some people wait to boost as well. If you are at Level 1, you gain 100 XP each day. Once you boost up to Level 4, now you are only gaining 88 XP per day. For people who wait, their thinking is that they will Level Up faster without boosting, then at higher Levels when you get fewer XP per day (for example at Level 8, where you get only 72 XP per day), then they can boost and their boosting is worth more in terms of training days.
Here is an example to illustrate this:
If you boost 3 Levels from Level 1 your training is worth
Level 1 to Level 2: 10.00 days (1000 XP divided by 100 XP per day)
Level 2 to Level 3: 10.42 days (1000 XP divided by 96 XP per day)
Level 3 to Level 4: 10.87 days (1000 XP divided by 92 XP per day)
Total: 31.29 days
31.29 days is how long it would take you to go from Level 1 to Level 4 if you did not play in any games (you get XP from playing in games as well).
But if you wait until Level 8 to boost
Level 8 to Level 9: 13.89 days (1000 XP divided by 72 XP per day)
Level 9 to Level 10: 14.71 days (1000 XP divided by 68 XP per day)
Level 10 to Level 11: 15.63 days (1000 XP divided by 64 XP per day)
Total: 44.23 days
44.23 days is how long it would take you to go from Level 8 to Level 11 if you did not play in any games (again, you get XP from playing in games as well). You can see that you get “your money’sworth” by waiting to boost. The obvious downside is that your player is not as good or attractive to potential owners. If failing to boost costs you a starting job, then it would really hurt you to wait, since the XP you get in games is so much more than the XP you get in daily training.
Note, and I will say it again:
Training on Intense, Normal, or Relaxed has no effect on the number scale above.
Training intensity increases the amount you can improve whichever ability you train on a given day.
For example, take my Level 9 HB. Let’s say I want to train his Speed.
Intense - +0.19 per day (costs $1800 per day and I get only 3 energy back)
Normal - +0.17 per day (costs $675 per day and I get 9 energy back)
Relaxed - +0.14 per day (costs $90 per day and I get 15 energy back)
If I train him on intense, if he starts with 20 Speed, when the day shifts his speed will be 20.19 (20 + 0.19 per day for intense training). If I had trained him on normal it would have gone up to 20.17 (20 + 0.17 per day for normal training). If I had trained him on relaxed it would have only gone up to 20.14 (20 + 0.14 per day for relaxed training).
Also it costs more money to train on intense and there is an effect on your stamina as well. It is a good idea to be close to 100% stamina for games. If you fall to 70 after a game, you would have to train on relaxed for both days to get back to 100%. Some owners will allow you to be below 95-100%, but most will not.
Also note with the skill you train, the increase you get is inversely proportional to the usefulness of that skill. Therefore, the more useful a skill is, the less daily training will increase it. In the case of my HB, these are his values on Intense training:
Agility: +0.35
Blocking: +0.54
Carrying: +0.44
Catching: +0.54
Confidence: +0.48
Jumping: +0.54
Kicking: +0.65
Punting: +0.60
Speed: +0.19
Stamina: +0.29
Strength: +0.41
Tackling: +0.65
Throwing: +0.54
Vision: +0.41
Notice that the most useful skill, speed, increases the least amount through daily training, whereas you could increase your HB’s kicking ability over half a point each day (but, of course, why would you want to?).
The strategy comes in trying to get your “money’s worth”, so to speak. For me, I notice that I can improve my carrying almost half a point each day (not a sexy attribute, but you need some to keep you from fumbling). So it would take an average of 2.27 days to improve my carrying 1 point (1 point divided by 0.44 point increase per day). Speed, on the other hand, increases at a much slower rate and it would take an average of 5.26 days to increase my speed 1 point (1 point divided by 0.19 point increase per day). When I Level Up I get points for free. Therefore it makes more sense to use my Level Up points on speed and my training points on carrying. That way I get “more for my money.”
As my player Levels Up, the benefits from daily training decrease. For example, a Level 8 LB training Speed on Intense can improve his speed 0.33 points per day. A Level 10 LB training Speed on Intense can only improve his speed 0.30 points per day. When my Level 10 LB goes up to Level 11 this number will go down even further to 0.28 or 0.29 points per day.
Originally posted by Training Guide
Let me start by saying training goes through at the change of the day, which occurs officially at 2 a.m. EST, but in reality it takes between 2 and 3 a.m. EST for all of the training to go through. There are a lot of players to train!
Another frequently asked question is “Will I lose my XP when I boost?” In other words, if my player is at 974 XP, will this be reset to 0 if I boost him? The answer is No! Your XP will be the same as it was, you will just be at a higher level; it will not be reset.
As of now XP is not awarded for playing in playoff games, although you will still get XP for daily training throughout the playoffs and the offseason.
Here is how much XP you get each night when you train. Notice that the higher your Level, the less XP you get for your daily training. So if you are a Level 1 player, each night when training goes through, you gain 100 XP. Once you hit Level 2, you will only gain 96 XP each night. At Level 3 you gain only 92 XP each night, and so on.
Note:
Training on Intense, Normal, or Relaxed has no effect on how much XP you get each night. You get a number based on your current level regardless of what intensity you choose to train on.
Level Calculator
1: 100 XP per day
2: 96 XP per day
3: 92 XP per day
4: 87 XP per day
5: 82 XP per day
6: 77 XP per day
7: 73 XP per day
8: 69 XP per day
9: 65 XP per day
10: 61 XP per day
11: 57 XP per day
12: 54 XP per day
13: 51 XP per day
14+: Coming soon
So let’s say you have a Level 5 G and he is at XP 948 and you want to know if he will level up tonight.
Well you look up at the chart
4: 87 XP per day
5: 82 XP per day
6: 77 XP per day
and see that he gets 82 XP per day, so you know that he will definitely Level Up when training goes through. In fact he will Level Up and have 30 XP towards his next Level left over (948 + 82 = 1030 = 1 Level Up + 30 XP left over). As you can see this completely takes the guess work out of Leveling Up.
You can see now why some people wait to boost as well. If you are at Level 1, you gain 100 XP each day. Once you boost up to Level 4, now you are only gaining 87 XP per day. For people who wait, their thinking is that they will Level Up faster without boosting, then at higher Levels when you get fewer XP per day (for example at Level 8, where you get only 69 XP per day), then they can boost and their boosting is worth more in terms of training days.
Here is an example to illustrate this:
If you boost 3 Levels from Level 1 your training is worth
Level 1 to Level 2: 10.00 days (1000 XP divided by 100 XP per day)
Level 2 to Level 3: 10.42 days (1000 XP divided by 96 XP per day)
Level 3 to Level 4: 10.87 days (1000 XP divided by 92 XP per day)
Total: 31.29 days
31.29 days is how long it would take you to go from Level 1 to Level 4 if you did not play in any games (you get XP from playing in games as well).
But if you wait until Level 8 to boost
Level 8 to Level 9: 14.49 days (1000 XP divided by 69 XP per day)
Level 9 to Level 10: 15.38 days (1000 XP divided by 65 XP per day)
Level 10 to Level 11: 16.39 days (1000 XP divided by 61 XP per day)
Total: 46.26 days
46.26 days is how long it would take you to go from Level 8 to Level 11 if you did not play in any games (again, you get XP from playing in games as well). You can see that you get “your money’sworth” by waiting to boost. The obvious downside is that your player is not as good or attractive to potential owners. If failing to boost costs you a starting job, then it would really hurt you to wait, since the XP you get in games is so much more than the XP you get in daily training.
Note, and I will say it again:
Training on Intense, Normal, or Relaxed has no effect on the number scale above.
What does training intensity do then? Well, training intensity increases the amount you can improve whichever ability you train on a given day.
For example, take my level 9 HB. For the sake of example, let’s assume his Speed is exactly 20 and let’s say I want to train his Speed.
Intense - +0.39 per day (costs $1800 per day and I get only 3 energy back)
Normal - +0.35 per day (costs $675 per day and I get 9 energy back)
Relaxed - +0.30 per day (costs $90 per day and I get 15 energy back)
If I train him on intense and he starts with 20 Speed, when the day shifts his speed will be 20.39 (20 + 0.39 per day for intense training). If I had trained him on normal his speed would have gone up to 20.35 (20 + 0.35 per day for normal training). If I had trained him on relaxed his speed would have only gone up to 20.30 (20 + 0.30 per day for relaxed training).
Also it costs more money to train on intense and there is an effect on your stamina as well. It is a good idea to be close to 100% stamina for games. If you fall to 70 after a game, you would have to train on relaxed for both days to get back to 100%. Some owners will allow you to be below 95-100%, but most will not.
Also note with the skill you train, the increase you get is inversely proportional to how high the skill number already is. This basically means that the more points are already in a particular skill, the less you are able to increase it through daily training. Here is a chart to help you see the amount you can boost a skill based on how many points are already in it:
Skill Points: Intense | Normal | Relaxed
7: 0.65 | 0.59 | 0.50
8: 0.62 | 0.57 | 0.48
9: 0.60 | 0.54 | 0.46
10: 0.58 | 0.52 | 0.44
11: 0.55 | 0.50 | 0.43
12: 0.53 | 0.48 | 0.41
13: 0.51 | 0.46 | 0.39
14: 0.49 | 0.45 | 0.38
15: 0.47 | 0.43 | 0.36
16: 0.45 | 0.41 | 0.35
17: 0.44 | 0.40 | 0.34
18: 0.42 | 0.38 | 0.32
19: 0.40 | 0.37 | 0.31
20: 0.39 | 0.35 | 0.30
21: 0.37 | 0.34 | 0.29
22: 0.36 | 0.32 | 0.28
23: 0.34 | 0.31 | 0.26
24: 0.33 | 0.30 | 0.25
25: 0.32 | 0.29 | 0.25
26:
27: 0.29 | 0.27 | 0.23
28: 0.27 | 0.25 | 0.21
29: 0.27 | 0.24 | 0.21
30: 0.26 | 0.24 | 0.20
31: 0.25 | 0.23 | 0.19
32: 0.23 | 0.21 | 0.18
33: 0.23 | 0.21 | 0.18
34:
35:
36:
37: 0.20 | 0.18 | 0.15
38:
39:
40:
41: 0.17 | 0.15 | 0.13
42: 0.16 | 0.14 | 0.12
43:
44: 0.15 | 0.13 | 0.11
45:
46: 0.14 | 0.12 | 0.11
47:
48:
49:
50:
51: 0.11 | 0.10 | 0.09
Therefore, the more points that are in a skill, the less daily training will increase it. As an example, if any attribute is at 7, training it on Intense will increase in 0.65 points per day. Once that skill has 16 points in it, training it on Intense will only increase it 0.45 points per day. Once it is at 30, training it on Intense will only increase it 0.26 points per day, and so on.
Note:
-This chart works for every attribute regardless of position.
-If your attribute is at 7.2 or 7.4 or some number between 7 and 8, the value will be between the value listed for 7 and 8, but since the system rounds numbers to only 2 places past the decimal point, these results are not that useful to publish.
-You must subtract equiptment bonuses to use the chart above. So for example if your Speed is 25 and your equiptment is giving you +2 speed, you would need to look under 23 (25 - the effect of your equiptment) to see how much you would be able to increase that skill by training it.
The strategy comes in trying to get your “money’s worth”, so to speak. As a general rule, you always want to train skills that are the lowest value and boost skills with higher values using points from leveling up.
As an example, let’s say the Carrying on my HB is pretty low, right at 12 (not a sexy attribute, but you need some to keep you from fumbling). I notice that for an attribute with 12 points I can increase it 0.48 points per day through training. So it would take an average of only 2.08 days to improve my carrying 1 point (1 point divided by 0.48 point increase per day). Let’s say my Speed, on the other hand, is at 37. I notice that for an attribute with 37 points I can increase it only 0.18 points per day through training. So it would take an average of 5.56 days to improve my carrying 1 point (1 point divided by 0.18 point increase per day).. When I level up I get to add points to a skill regardless of how many points are already in it. Therefore it makes more sense to use my Level Up points on Speed and my training points on Carrying. That way I get “more for my money.”
Also it makes more sense for the same reason to use my equiptment to boost skills that already have a lot of points in them rather than using daily training to improve that skill.
One final strategy thing, it may be best to apply all equiptment to one attribute. Say you have a DT and you want to train his Tackling. If use your skill points to bump his tackling way up, training it will not improve it that much. If on the other hand, you keep the base skill level low, at 10-15, then bump it up to a decent level using equiptment, you will be able to have it both ways. The equiptment will make your guy's tackling excellent while the low skill level behind the equiptment will allow you to gain almost half a point per day in Tackling by training on intense.
Originally posted by Team Chemistry
I just uploaded the option to take out a loan. They are short-term, high interest loans (27%), and carry a pretty hefty penalty of losing your team if you miss 2 payments, so make sure you plan and will be afford to pay back the loan before you take it out!
I also just uploaded some stuff to deal with chemistry for next season. Here's how it works, and this is to reward teams who stay together for a while:
(I've made some changes to this since posting it, so some later posts might not make sense)
- Your chemistry bar goes up by 1 every day. This will process at day change. This means you can gain up to 40 chemistry during the season if you don't make any moves at all.
- For every player that you drop or trade away, you lose 3 chemistry from the appropriate bars (1 if it's a CPU).
- For every player that you add to your team, you lose 2 chemistry from the appropriate bars.
- This means: if you make a trade of a player for a player, you lose 3-5 chemistry. If you make a trade of a player for cash, you lose 1-3 chemistry.
- Chemistry will work similar to morale and energy in that affects your team's performance on the field. It won't affect it nearly as much as energy or morale, but it will have an effect. A team with good chemistry will play better than a team with poor chemistry.
- The minimum chemistry you can have is 10. The max is 100.
- A player leaving due to an expiring contract affects chemistry by -1.
- If you cut a player who has been inactive for a week or more, you do not lose chemistry for him.
- Players < lv 5 do not affect chemistry when adding/dropping.
- Chemistry will not affect teams during this season in the playoffs. It will start on day 1 of season 2. We will reset every team's chemistry to 70 before the first games of season 2 run. You will be able to make moves during the off season to prepare for the upcoming changes.
Additional threads and sources.
In this game, experience is gained from how many plays you're in rather than how many stats you get. Because of this, stamina becomes one of the most important attributes to new players. It will keep you in the game more and get you leveled up faster (granted, we might suck early on but it should pay off later).
You can also find good advice in the forums:
http://goallineblitz.com/game/forum_thread.pl?thread_id=125http://goallineblitz.com/game/forum_thread.pl?thread_id=4628http://goallineblitz.com/game/forum_thread.pl?thread_id=6371Originally posted by crazy545
IMPORTANT PLAYER CREATION NOTES: ROLLING THE DICE
Source: Taralyn (crafty veteran)
DO NOT settle for the first player the computer sticks you with unless your one of the really lucky ones that gets a great roll on the first try as shown below. Chances are the stats are not very good as the rerolling your players can actually gain you up to 2 Levels (9-10 points) higher then other rolls.
You can retire and reroll a player with no penalty other then a bit of time. Usually it takes 20-50 rolls to get a top end roll unless you are lucky enough to get it sooner.
Here is what I have found so far for the positions I have played with so far.
DE:
Stats your looking at: Strength, Agility, Speed, Tackling
Ideal Range - 60-62
Highest Roll - 62
Notes - I did see a few 20's in the rolls for Physical Attributes and the highest I saw Tackling was 18
QB:
Stats: Strength, Stamina, Vision, Confidence, Throwing
Ideal Range - 69-71
Highest Roll - 71
Notes - Since QB adds in a 5th stat that varies I didnt see as high of numbers as I did for the DE but I still saw stats at 18 on occastion and Throwing around 15-16.
C:
Stats: Strength, Blocking, Speed, (Jumping)
Special Note - Jumping is pretty worthless for so I really didn't consider it and only added the first 3 together.
Ideal Range - 51-53
Highest Roll - 53
Notes - I actually kept a 52 roll instead of the 53 as I wanted a higher STR/BLK then speed. As stated above I pretty much disregarded Jumping but I guess if you had a choice between a couple rolls use Jump to break the tie. Speed never goes above 10 or below 7.
LB:
Stats - Strength, Agility, Stamina, Confidence, Vision, Tackling
Ideal Range - 78-80
Highest Roll - 80
Notes - Again you have a whole bunch of stats that vary so it limits how high they seem to go...I did see a few 18's but they were few and far between.
Guard:
Stats - Strength, Speed, Confidence, Blocking
Ideal Range - 63-65
Highest Roll - 65
Notes - Jumping is also variable but I again ignored it like I did my Center. Pretty similar to the Center and I'm assuming the Tackle. Speed never goes above 10 or below 7.
OT:
Stats - Strength, Agility, Confidence, Vision, Blocking, Speed
Ideal Range - 84-87
Highest Roll - 87
Notes - Lots of stats to look at here...highest stat I saw was a 20 on Blocking which is the one I took at 84 total. Speed never goes above 10 or below 7.
UPDATE - I just hit an 87 when the best I had ever done before was an 84.
Punter:
Stats - Confidence, Punting, Stamina
Ideal Range - 50-52
Highest Roll - 52
Notes - I actually got a 51 on my 2nd roll but kept going to see if that was really as good as it first looked....it was but I did nail a 52 later on. Highest I saw was a 25 on Punting...22 on Confidence and Stamina ranges from 7-10.
Kicker:
Stats - Confidence, Kicking, Stamina
Ideal Range - 50-52
Highest Roll - 52
Notes - Pretty much the same as the Punter. Stamina ranges from 7-10 and the highest I saw was Kicking at 25 and Confidence at 26.
TE:
Stats - Strength, Vision, Blocking, Catching
Ideal Range - 58-60
Highest Roll - 60
Notes - Depending on what type of TE you want to be you can look for stats that not only add up to a good number but also that more fit what you want to do. I was looking for high blocking and strength numbers ideally.
WR:
Stats - Agility, Speed, Jumping, Stamina, Vision, Catching
Ideal Range - 81-85
Highest Roll - 85
Notes - Ugh WR was horrid to get a good roll. You not only want a good roll but you most likely want to see the stats favor what type of receiver you want to be....speed or possession or get the roll and then just go with whatever way is easier. There has been some debate over Height and Weight and its been acknowledged that it does have a minor effect on things. This is one position I think you should at least look at it. The Jump Catch ability even states taller receivers can catch more high passes. If you want to go possession try for a tall receiver 6'2"+.
Update: recently there have been some rolls seen as high as 85 so you shouldn't necessarily settle for an 81 especially if it has bad measurables or a bad distribution.
RB:
Stats - Strength, Agility, Speed, Confidence, Vision, Carrying
Ideal Range - 76-78
Highest Roll - 78
Notes - Since both RB's and WR's have 6 stats that vary I figured I could get up to the 80+ range as well but that was a pipe dream and I think I rolled for 2+ hours to get the 78. Either go into this with a type of RB in mind or once you get a good roll let that guide you to either power or speed back.
FB:
Stats - Strength, Agility, Blocking, Carrying
Ideal Range - 60-62
Highest Roll - 62
Notes - Here you gotta also look at whether you are going to be a blocking FB or a rushing one. I kept a 61 roll over the 62 due to the face it had a very high carrying and didn't need it for the blocking one I wanted to make but would have been great for a rushing one.
DT:
Stats - Strength, Agility, Tackling
Ideal Range - 52-54
Highest Roll - 54
Notes - You can really get some nice stats out of this one...20, 18, 16 for me.
CB:
Stats - Agility, Stamina, Speed, Jumping, Vision, Catching
Ideal Range - 79-81
Highest Roll - 81
Notes - Usually a good spread of 13-16's works good here so you can build however you want without any one stat being really high unless you want that stat high anyway.
FS:
Stats - Stamina, Speed, Vision, Tackling, Catching
Ideal Range - 67-68
Highest Roll - 68
Notes - I got the 68 in the first 10 rolls and rolled forever thinking I could do better...landed alot of 67's but never even matched the 68 and gave up when it hit midnight.
SS:
Stats - Strength, Stamina, Speed, Vision, Tackling
Ideal Range - 67-68
Highest Roll - 68
Notes - Very similar to the FS..same # of stats and seems to be the same outcome just a few different stats.
Originally posted by crazy454
don't think this is really a secret but definitely pay this some mind.
During the offseason I had a chance to swap ideas and tactics with the Team Owner of the Galaxy Aces. Please check out his team link here:
http://goallineblitz.com/game/team.pl?team_id=673As you can plainly see, this guys team is DOMINATING the league in a way that has rarely been seen before. Whats his secret ? Speed.
He told me that ALL of his players on Offense have at least 60 speed. This does not include Offensive Line.
His Defensive players also have 60 speed, with the exception of the DT's.
Speed kills. Period. Please continue to build speed up a lil bit each time you level.
Obviously the tactics that I learned from him has helped our team improve. Lets continue to dominate ! I want to win it all this year !
p.s. This guy has NEVER lost a game. Not last year, not now, and I dont see him losing in the near future.
A LITTLE MORE ON SPEED...some good goals to have...
OFFENSE
The following positions need at least 55-60 speed.
WR and HB. TE should aim for 45-50 speed.
The following positions need at least 55-60 Strength/Blocking
Guard, Center, Offensive Tackle I EXPECT ALL OLINEMEN TO MOVE TOWARDS THIS FAST FAST FAST
DEFENSE
These positions also need 55-60 speed and at least 35 tackling. CB, SS, FS
SS & FS also needs some Strength.
DE's need 40-50 speed.
DT and NT needs 55-60 Strength, 20-25 speed is exactly enough to sack QB.
LB's 40-45 speed.
All of these skills are CRITICAL as well as the other minor skills that your player might need as well.
PLEASE trust me on this advice. I have personally witnessed players with these types of stats that are BLOWING other teams away ! O-line player that are getting 10 Pancakes per game. DT's that get 3 or 4 sacks a game. CB's that SHUTDOWN every pass thrown there way. WR's who routinely turn 2 yard passes into 70 yard TD's !
Originally posted by crazy454
Ok so here is my 2 cents for Kick Off Starters.
Speed is what is the most effective
KOS (CB)
KOS (CB)
KOS (CB)
KOS (LB)
KOS (DE)
KOS (DE)
KOS (LB)
KOS (FS)
KOS (SS)
KOS (SS)
===
KR is the exact opposite. We've got a runner and we're trying to block for him. It's also a bit more complicated, because positioning on the list becomes important because it relates to position on the field.
KRS (C) Wedge
KRS (G) Wedge
KRS (C) Wedge
KRS (FB) Middle
KRS (G) Middle
KRS (DT) Middle
KRS (OT) I.Wing
KRS (FB) I.Wing
KRS (TE) O.Wing
KRS (DT) O. Wing
return man will be the 11 guy.
Put them in those orders. I have really studied after some guy noticed.
Also if you think your player should be on one of these let the coach know. I just really put this together in half in hour so things could change.
Originally posted by crazy454
Guide to Points Automatically Assigned When Leveling Up by Painmaker
Every time your player gets 1000 XP, he levels. In addition to providing 5 skill points for you to distribute as you see fit, your player also improves skills important to his position. 2 points are divided amongst the "major" skills for the position while 1 point is spread over the "minor" skills for the position.
In addition to helping plan how you want to train, this may inform how to "build" effective players at each position.
Here is a list of of the major minor skills, players need to max their majors, I.E. 49 skills points into it.
Offense:
QB
Major: Strength, Throwing, Vision, Confidence, Stamina
Minor: Agility, Jumping, Carrying, Speed, Catching
HB
Major: Agility, Speed, Strength, Vision, Confidence, Carrying
Minor: Catching, Blocking, Jumping, Throwing, Stamina
FB
Major: Strength, Blocking, Agility, Carrying
Minor: Confidence, Vision, Catching, Tackling, Stamina
C
Major: Strength, Blocking
Minor: Confidence, Agility, Vision, Tackling, Stamina
G
Major: Strength, Blocking, Confidence
Minor: Agility, Vision, Tackling, Stamina
OT (*oddly, minor OT skills improve by 0.5 but majors only improve by 0.4 due to how many there are of each)
Major: Strength, Blocking, Confidence, Agility, Vision
Minor: Tackling, Stamina
TE
Major: Strength, Blocking, Catching, Vision
Minor: Agility, Speed, Confidence, Carrying, Stamina, Tackling
WR (*oddly, minor WR skills improve by 0.5 but majors only improve by 0.33 due to how many there are of each)
Major: Speed, Agility, Catching, Jumping, Vision, Stamina
Minor: Confidence, Carrying
Defense:
DT
Major: Strength, Tackling, Agility
Minor: Blocking, Confidence, Vision, Speed, Stamina
DE
Major: Strength, Tackling, Agility, Speed
Minor: Blocking, Confidence, Vision, Jumping, Stamina
LB
Major: Strength, Vision, Tackling, Agility, Confidence, Stamina
Minor: Speed, Jumping, Blocking, Catching
CB
Major: Speed, Agility, Jumping, Vision, Catching, Stamina
Minor: Strength, Tackling, Confidence, Carrying
SS
Major: Strength, Speed, Vision, Tackling, Stamina
Minor: Agility, Jumping, Confidence, Blocking, Catching, Carrying
FS
Major: Speed, Vision, Tackling, Catching, Stamina
Minor: Agility, Jumping, Strength, Confidence, Blocking, Carrying
Specialists:
K
Major: Kicking, Confidence
Minor: Strength, Vision, Agility, Speed, Jumping, Throwing
P
Major: Punting, Confidence
Minor: Strength, Vision, Agility, Speed, Jumping, Throwing
Keep these to the team. We don't need the competition getting ahold of them. No posting on the forums please!
Defensive Line:
- Changing the Focus of individual players doesn’t in anyway alter the plays that are called, just the initial recognition of the play and gives a little boost to the players stats in some situations.
- So a DE + Pass will react to the ball in the air quicker possibly leading to more knock downs, but certainly helping them get to the wide open back in the endzone.
- It also adds to their success in the pass rush equation which is basically: {(Strength*n)+(Agility*n)+(Speed*n) minus {(100-energy)+(100-morale)}
[Where “n” is the boost received by the Special Abilities, commonly 0.1 which is not always activated.]
- So a DE with 30 strength 30 speed and 30 Agility no Specials and 100% Energy and Morale gets a pass rush value of 90.
- If the OT he is rushing has a value of less than 90 then the DE will be successful, what is not know is how much of a difference is needed to create enough of a mismatch to matter?
Also there are instant equations that supersede this equation.
- The single most important factor to the Pass Rusher is strength because the instant equation is: (Strength * n) - (100-energy) - (Opponent’s Strength * n) - (100-energy).
If there is a big enough difference you will get an instant decision on a pancake or a sack/TFL.
Note: As most OL have +50 strength, pass rushers with under 25 strength seem to be getting pancaked a lot so the difference needs to be maintained with 25.
- As well as the above, there are some secondary equations that take into account the minor skills, so a DE who is outmatched by a OT might be able to shed the block if his Blocking is high enough.
- And there seems to be a random element to the specials actually being activated to keep the math too hard to completely deduce....
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Passing Game:
- Confidence will stop multiple drops happening as a dropped pass causes the WR and QB to loose some Morale points (Amount unknown but it increases exponentially with the number of drops).
- Also it has been confirmed that in SKILL positions some stats have an unbalancing effect on others:
For example, fast WRs need better Vision and Catching than slower WRs to achieve the same equation result.
The theory is that the faster they are running the harder it is to adjust on the ball.
Also the QB will have more problems with throwing in front of a Speedy WR than a slower WR. He will need more strength and more tight spiral Special Abilities. This is a trade off with Speedy WRs getting free so easily.
This was put in as a control equation to stop WRs superbuilding Speed to 50+ straight away to gain mismatches with Balanced CBs.
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Confidence and Morale:
- If a CB gives up a reception his confidence drops, if he then makes the tackle on that play he regains a third of what he lost.
- FS are slightly less affected by giving up passes, and SS much less so.
- CBs gain more morale when they deflect a pass than either the FS or SS.
- Other defenders are less effected by this...
- Passing TDs effect morale of all players, but more so the Secondary.
- Rushing TD effect the DLine more than the secondary.
- LBs are effected equally by both.
During the game Morale is fluid, and changes after every play for every player. At the end of a game morale is reset depending on the outcome.
Low morale effects all your attributes during the game, although its effect is less than that of Stamina.
Higher Confidence reduces the effect of negative Morale and increases slightly the positive effects.
Any situation that decreases a player’s morale will have the opposite effect for the opposition team.
So every catch a WR makes his morale is increased.
Opinion is pretty divided if you should be focusing on Confidence...
The argument is that if you focus on building good core skills, then you will perform well and wont be as effected by negative morale.
Depending on the player’s position, however, it is likely that confidence will have more/less of an effect on how consistently they play:
- DBs probably balance out + and - plays through a game.
- WRs might only get 3 passes all game so if the first is a drop it’s a bigger deal.
- QBs probably face the most negative morale situations in a game as incompletions, drops, INTs hurries and sacks affect him. Only Completions and TDs increase his Morale.
- Kickers definitely need confidence.
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Special Abilities / Skills:
Special Abilities (“SAs”) act as multipliers for certain skills, but they are not always active.
Some skills are very likely to be active, Run Block and Pass Block for the O-Line is a good example.
The ones that are more likely to be active are very low multipliers...0.075 times blocking in a Running play for example.
Additional levels of SAs will either make them more likely to be active, or add to the multiplier:
+1 Run Block = boost of 0.075 (Active 75% of plays)
+2 Run block adds an additional 0.025 (Active 75% of plays)
+3 Run Block adds an additional 0.015 (Active 75% of Plays)
So say we run 100 Running plays...
You have a 75% chance of a 0.07
**There is the other rommvon**