(12-25-2020, 02:46 AM)Frostbite Wrote:Smh(12-25-2020, 02:32 AM)zaynzk Wrote:Speed caps at 70 hands, player builder is incorrect(12-25-2020, 02:10 AM)Frostbite Wrote:Speed Back caps at 85 hands while recieving back caps at 80 hands unless the player builder is wrong(12-25-2020, 01:53 AM)zaynzk Wrote: Why does Speed Back have more hands than Receiving back?it doesnt
(12-24-2020, 10:25 PM)zaynzk Wrote: Was 79 speed QBs not fixed by the developers? I noticed that besides Mobile/Scrabler no QB can get to that 79 level since the cap seems to be 75? It was fixed. The other archetypes don't go about 75 speed because, well, they just don't, I guess? We didn't feel they needed more top end speed than that. (12-24-2020, 10:28 PM)Menace0528 Wrote: Are there traits that are incompatible with each other? Like if a player has speed rusher they can’t get power rusher for example The only incompatibility for traits is position. Like if you put Blocking FB on a WR it won't do anything for them. Otherwise if you hit the prerequisites and have enough TPE to buy you can apply every trait available!
Have gotten a lot of questions about 79 Speed & 71 Endurance. Here's what we know about the attribute-based unintuitive quirks from 16:
Speed boost if your QB's Arm > 89 and QB's Accuracy > 89? Gone Speed penalty if < 75 Agility? Gone 79 speed boosts for QB/DE? Gone. Tiered speed boosts for RBs/FBs? Gone, although there is one unintuitive quirk where RBs/FBs get a 3% current speed penalty after the catch for having >85 speed. Doesn't apply to before the catch or rushing Big back speed boost? Still there but unachievable. 71 Endurance? Still there and works in the same way as 16 (12-25-2020, 08:47 PM)The_Kidd Wrote: Is the player builder incorrect on CB builds too? Cause man, it looks like CB's are destined to be stat-deficient even with these new attribute caps. At least give us intelligence or endurance over the WR's We have done ample testing with the CBs, They seem to perform on par with, if not better than, current CBs. Maximizing CB performance is more reliant on who they are matching up against but the CB builds are as viable at their position as every other position is at their position. Besides, with the inclusion of target and catches allowed, pure CBs will have even more stats to dig into. Also the player builder is correct for CBs.
Zoom Zoom, It was Hexagon Time.
(12-26-2020, 11:58 AM)zaynzk Wrote: What will happen to any IA player during transfer? IA players will be archetype swapped by their GMs, If a player is a FA in the ISFL or ineligible to play in the DSFL, they will be permitted to archetype swap once they return to the league. All players who have not swapped to a new archetype will be ineligible to play.
Zoom Zoom, It was Hexagon Time.
(12-25-2020, 02:04 AM)Nhamlet Wrote:Quote: Competitiveness gets compared between the ballcarrier and tackler on each successful tackle. If the defender’s has a higher Competitiveness stat (even by 1 point!) they are slightly more likely to force a fumble. Anything on this?
So you said in the QB thread "we’ve been able to make it so that even the QB run heavy playbooks will lead to fewer rushing attempts for “immobile” quarterbacks."
A technical question - is this this done by adjusting "QB Tuck and Run" in the Offensive Gameplan screen, or something else?
For DE traits I see
Quote:Traits for DE The builder has run stuffer max speed of 70, power rusher max speed of 75, and speed rusher max speed of 80, making those unachievable? Draft Steal (retired S35 CB) - Profile/Update | Wiki Troen Egghands (retired S22 DE) - Profile | Update | Wiki |
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