2nd ATH only gets 10 unlocked compared to 12 for 1st ATH scouted, its strange EA chose to do it that way based on OFF or DEF.
boring..just show more game play action stuff..unless they fixed the logic so you arent stuck with guys rated in their 40s and you have take time to change those ratings every single year, I dont care about these changes really..I mean I care, but you can see that when the game comes out..just give me more on field stuff LOL
Not sure if that's intentional or coincidental. My understand was that the number unlocked would vary from player to player, not necessarily offense vs defense. Obviously I could be wrong or this could be their way to hide it but I wouldn't take it as gospel yet that it will indeed be that way 100% of the time.
*Edit
And actually, theQB has 11 attributes unlocked.
Last edited by gschwendt; 05-31-2012 at 02:20 PM.
Still strange that 10 minutes scouting doesn't equal the same amount of unlocked attributes for any player. Unlocking attributes should be universal not position by position specific amounts that seems like a weird (and more tedious) way of doing it. Maybe it is just a bug who knows it just stood out to me as odd.
Maybe it is based off of what is scouted that week. 1st QB gets 11 unlocked but no scouting was done with THP THA while 2nd QB scouted gets 10 unlocked but you get both THP and THA unlocked. I would take the latter scouting and if it was under user control I'm sure 99% of people would choose THP and THA to be scouted rather than STR and STA. I'm fine with it, lol just seems weird since it is random and completely out of our control what is scouted.
I'm assuming it's completely random and there isn't any logic built in, like this guy already got THP scouted so this guy doesn't.
I agree though that it's kind of meh that you don't get to pick. Obviously if I'm a coach and scouting a QB, the first thing I'm looking at is his arm THA and THP. Then moving to Awareness, strength, injury.....
I thought awareness only affected QBs?
It affects penalties like jumping offsides or false starts for DL and OL. It also has a huge impact on ball in the air awareness for defenders. Having players on the field as dumb as bricks (below 70 AWR and your CPU controlled defenders are pretty clueless when the ball is in the air). If you get a CB or S with 90's AWR he will jump way more routes (warp into action to swat or pick it off). The CPU team well for them the AWR rating is really dependent on Difficulty level and the Pass Defense Slider because I've seen CPU 55 AWR DB's consistently jumping routes and doing the peel off deep coverage and get a pick 6 on another WR bs on Heisman default but that never happens for the User team's defenders(they require high AWR to play smart football).
For some reason I was under the impression that some ratings that were unlocked already could go up or down each week they were scouted until that rating reached a specific set number. So, What I am understanding now is that once a rating is unlocked that's what it remains as? For example, if I scout a QB and his THP comes in at 83, that rating can't change with further scouting?
So can you still create a player? Since you already know the ratings of a created player, how would this work? Are created players still able to be gems/busts?
So, uhm ... Freshman WR with 94 Carry.![]()
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Not sure what you mean here, but it's pretty much the opposite. AWR goes into the logic decisions for all players on the field. While it's impact for all players is debatable, since the player is always controlling the QB, AWR is basically negligent for QB (except that it affects how quickly a QB gets rattled and seems to affect accuracy of option pitches). But for defensive players, offensive linemen, etc, AWR is pretty important. It's not the most important stat at any given position, but I've seen my share of blown plays thanks to low AWR (mainly by DBs).
Twitter: @3YardsandACloud
Maybe a 94 Carry is poor scouting and the kid is actually a bust???
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