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I've updated most players slightly.
For example, Shaun Alexander is no longer a force, Adrian Peterson's break tackle attribute verges on the insane, Drew Brees'
consistency has dropped, while Matt Schaub's has risen, you don't want to run into Jovan Haye at the line, but you might now
think about sneaking by Will Smith, etc. I adjusted within each team rather than by position, just because it took less
time that way. But I think the results are fairly realistic.
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Rookie and created player
attributes are based on a comparable NFL player. For instance, Mario Williams will act more like Julius Peppers than
like Mike Rucker.
First I copied the NFL
player's attributes, applied them to the new player and lowered intangibles (Leadership, Composure, Stamina, Consistency)
from 30-60% to match the player's inexperience. Then I adjusted measurable attributes based on a spreadsheet* I created
using already present highest/lowest attributes in comparison to the highest/lowest combine scores and applying a rookie’s
Combine or Pro Day stats within the formula. Speed (40 time), Agility (Shuttle),
Jumping (Vertical Reach) and Strength (Bench Reps) are the measurables written of. For
other intangibles (Aggressivenes, Durability), along with the position immeasurables (Tackle, Catch, Coverage, Blocking, etc.),
I used numerous scouting reports. [Strength ratings are the only ones that don't work out quite right, so I used
a combo of combine numbers and scouting reports]
For already present players,
adjustments have been made using Finn’s global attributes tool. Most of
these adjustments have been made using a percentage formula. I decreased all
linemen's speed by 90% (and have since taken that number and doubled it for greater realism). I
made every linemen's tackle attribute between a 1 and 3. QB's tackling ability has been reduced by about 70%, and CB's
by 25%. Below are the slider adjustments that this roster works best with, in my opinion.** Until then, below are some basic ideas:
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Linemen are slow, usually
less than 30 points. This is so they couldn’t catch up to and tackle
a DB who just made an interception on the peripheral of the field. Their tackling
ability has also been changed to 1, for the same purpose. The speed adjustment
also works better when running screens and the like. Linemen no longer outrun
your running back. With certain teams that use a lot of screens (Kansas City,
for instance) the linemen are a slight bit faster, so they can run upfield with the back.
The slowness also helps in two other areas. 1.) It is no longer impossible
to block a field goal, although still pretty damn tough; and 2.) Edge pass rushers now have a shot at getting around a slower
tackle with an arm move, rather than having to make an inside move.
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CBs (but not Safeties)
have had their tackling abilities slightly reduced. With most CB’s—there
are the exceptions—you’ll want to use the "big hit" stick flick rather than try an arm tackle. This is just a reflection on the state of the coverage game as it stands today. Also, DB stamina has been reduced just a touch so that they don’t always catch
up to the receiver after a catch is made 10 yards behind them.
There were a few other
small tweaks that were based player by player on my personal knowledge of the game.
But be wary of the big slow linemen. Don't be surprised when your QB throws an errant pass 10 yards out
and it gets picked and easily run back for a TD.
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