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View Full Version : What attributes matter most for QBs?



keyser soze
12-28-2011, 05:38 PM
well i just played my first game with a non scrambling qb and i was shocked and confused.... before i type up my thoughts i will ask what attributes matter this year for throwing the rock?

Pig Bomb
12-29-2011, 01:26 AM
two things

throwing power
and
throwing accuracy


obviously if you run option or something like that you'll need a QB that can run fast...but for throwing its the above for me

morsdraconis
12-29-2011, 09:28 AM
And awareness. It effects how easily they become rattled by playing poorly.

keyser soze
12-29-2011, 02:50 PM
interesting.... i think i grossly underestimated THA because i started chucking it with a qb who has 95 THA and it almost felt like cheating! the awr factor for rattling is interesting and something to keep an eye on for sure. how about WRs? what gets them separation from the DBs?

Pig Bomb
12-29-2011, 03:47 PM
my understanding from developers was that awareness was only used when sim'n

is that wrong?

morsdraconis
12-29-2011, 07:31 PM
interesting.... i think i grossly underestimated THA because i started chucking it with a qb who has 95 THA and it almost felt like cheating! the awr factor for rattling is interesting and something to keep an eye on for sure. how about WRs? what gets them separation from the DBs?

Separation from DBs is a combination of acceleration, speed, and route running but, from what I've heard, high route running is almost like cheat mode for WRs.


my understanding from developers was that awareness was only used when sim'n

is that wrong?

Wrong? I have no idea. I've never heard (seen?) them address anything about awareness so I was basing it on my own experiences, but it definitely seems like higher awareness means that stadium noise doesn't bother the QB as much (with the squiggly line stuff) and I would have to assume that it would affect their ability to throw the ball because of the lack of demoralization from crowd noise and playing poorly.

I've always treated higher awareness for QBs are something like consistency from the NBA 2k series. The higher the attribute, the more likely the player is to make a great play no matter how poorly they've played earlier in the game, thus, preventing the downward spiral of poor play that can happen with multiple INTs that people seem to have happen to them with their QBs sometimes.

Again, completely speculative, but, from my experience, higher awareness is ALWAYS better, but cannot make up for poor mechanical attributes (throwing power and throwing accuracy).

Pig Bomb
12-29-2011, 08:54 PM
Separation from DBs is a combination of acceleration, speed, and route running but, from what I've heard, high route running is almost like cheat mode for WRs.



Wrong? I have no idea. I've never heard (seen?) them address anything about awareness so I was basing it on my own experiences, but it definitely seems like higher awareness means that stadium noise doesn't bother the QB as much (with the squiggly line stuff) and I would have to assume that it would affect their ability to throw the ball because of the lack of demoralization from crowd noise and playing poorly.

I've always treated higher awareness for QBs are something like consistency from the NBA 2k series. The higher the attribute, the more likely the player is to make a great play no matter how poorly they've played earlier in the game, thus, preventing the downward spiral of poor play that can happen with multiple INTs that people seem to have happen to them with their QBs sometimes.

Again, completely speculative, but, from my experience, higher awareness is ALWAYS better, but cannot make up for poor mechanical attributes (throwing power and throwing accuracy).

i have a senior redshirt with an awareness of 65...no squiggly lines ever
yet my soph redshirt with awareness 69 gets squigglies from play one on the road

my soph is rated 86 OVR and my senior is 85 OVR
the soph has better accuracy and i thought he would be my starter this year
but
the squiggly lines are a pain in the ass so the senior ended up getting the nod

keyser soze
12-30-2011, 09:17 AM
i think i too am seeing the route running being a huge difference along with qb's tha...

baseballplyrmvp
12-30-2011, 08:17 PM
i think i too am seeing the route running being a huge difference along with qb's tha...i thought i read at some point that the route running affects how good/bad the player is able to change directions in his route, whereas agility is used when a player is running with the ball. i wouldnt place a whole lot of confidence in that statement though....

gschwendt
12-30-2011, 08:30 PM
i thought i read at some point that the route running affects how good/bad the player is able to change directions in his route, whereas agility is used when a player is running with the ball. i wouldnt place a whole lot of confidence in that statement though....That's my understanding as well. You especially see players with 90+ RTE rating being able to run ins & outs much more precise.

baseballplyrmvp
12-30-2011, 08:49 PM
i thought i read at some point that the route running affects how good/bad the player is able to change directions in his route, whereas agility is used when a player is running with the ball. i wouldnt place a whole lot of confidence in that statement though....


That's my understanding as well. You especially see players with 90+ RTE rating being able to run ins & outs much more precise.ok good. thats exactly the image i had in mind too, as i see wr's with extremely high route running, being able to cut on an in or out route, almost perfectly. they dont lose any speed in their cut at all.

JeffHCross
12-31-2011, 01:39 PM
As always, with a hat tip to Rudy for doing the grunt work, here's our best guess on how OVR is calculated (http://www.thegamingtailgate.com/forums/showthread.php?1793-JeffHCross-Project-1-How-is-OVR-determined) (in NCAA 11).


my understanding from developers was that awareness was only used when sim'nI remember that being the thinking on many forums over the years, but I've never seen that stated by any developer. AWR is obviously something that is going to be less of an influence with human control (throwing into double-coverage, for example, is not going to be the fault of low AWR), but I personally believe it still has influence on some factors. As others stated above, the appearance of squiggly lines on the road is one. With option QBs, there have been thoughts that AWR influences the accuracy of the pitch.


the squiggly lines are a pain in the ass so the senior ended up getting the nodThe squiggly lines usually go away after the QB settles in. So if you're forced (or choose) to use the Soph at some point in the season, open the game with simple throws -- slants, crossing routes, TE Stick, screen. Especially if they somehow get some major YAC or some important first downs, the QB should settle in and the squiggly lines should disappear until he makes a mistake (INT).


ok good. thats exactly the image i had in mind too, as i see wr's with extremely high route running, being able to cut on an in or out route, almost perfectly. they dont lose any speed in their cut at all.I think I saw this confirmed by a dev / strategy guide at some point.