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tpaterniti
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♦ ♦ ♦ Introduction ♦ ♦ ♦

Greetings GLBers. When I started work on the first Guide to Creating Players, it was the only cohesive source of information related to what attributes and abilities did. As new online sports games have come out, I have come to appreciate information like this even more, as trying to create players where little is known about what attributes do can be very frustrating and discouraging. My hope is to mitigate these frustrations as much as possible by giving new and old players as much information as I can find about what attributes and abilities do for every position.

My first approach to writing a guide was to recommend different build strategies and let people know what worked. I believe that this approach had its merits, but also its weaknesses. One of the most exciting things about GLB and all other similar games is experimentation and innovation, not always following the same old strategies others have used. Furthermore, the more I have played GLB, the more I have realized that the key to success is not so much building a player who is generically "good" as building a player who is good at doing something/s specific. The best players are the ones who find a team with knowledgeable GMs and mold their builds to suit the scheme of the team. By doing so you come to realize what your player is being asked to do week in and week out and you develop a symbiotic relationship: your team plays better as players build to suit the team's scheme and the players perform better as the team itself gets better as a whole.

The point of all of this is that I have decided to take a new approach to this guide. My goal here is to present you with as much accurate information as I can gather about every attribute and ability for each position. Hopefully, at that point you can make informed decisions about what you want to do and how you want to build your players based on what you want him to be able to do. As a result I have (for the most part) tried to avoid making any overt recommendations about what attributes make the "best" player at any position. I have given you the information. Now it is for you to decide what to do with it.

One final point is about how "official" this guide is. In short, it is NOT official. Yes, I am a mod and a tester, and I believe that this makes me a good candidate to write a guide. However, you will quickly see that I do not know everything about everything. I am sure people will point out mistakes I have made, and that is really part of the process too. I expect it and I welcome it as it will make the guide better and more accurate. Ultimately, the only person who can write an official guide is Bort. Most of the questions I don't know the answers to, he does and while others make very intelligent guesses to fill in the gaps, he is the only one who really knows. Where I am uncertain of something I write, I have tried to indicate that uncertainty. Some will complain that my writing a guide makes it de facto "official" in spite of my disclaimer. All I can say to that is that there is no way I can think to avoid this charge short of not writing a guide, and I thought it was better to write it than not.

As for the player models, I am going to add a new template for them that allows for all reasonably successful builds to be displayed with some notes.

If you want to post an open build, please copy down the following template and as always MAKE SURE YOU OPEN YOUR BUILD AND KEEP IT OPEN! It is very frustrating for people who follow the guide to click on builds only to find them closed and it is difficult for me to keep so many links current. It works best if you post your players ONLY if you intend to keep them open for a long time. It also helps if you can PM me and give me a heads up if you need to close them later so I can remove them.

Player Link:
Level:
Role: What kind of player you envisioned him to be, or what things you built him to be able to do.
Evaluation: How happy are you with your player or what would you like to have done differently?

♦ ♦ ♦ General Information ♦ ♦ ♦

In this section I will explain general concepts relates to the working of the GLB simulation. Many of these explanations will be over-simplified as the goal is to introduce them to people who are not very familiar with computer programming and online gaming simulations.

Threats

Several elements of the GLB simulation use threats for their operation. Simply put this is a dynamic of the game whereby one player will assess the threat of the player he is lined up against and alter his play accordingly. This happens most often in the CB/WR interaction and in the QB/Pass Coverage interaction. Every defender in pass coverage assesses the threat of the receiver (his Speed, Agility, and acceleration) he is lined up against in order to determine how quickly he should accelerate backwards. QBs assess the threat of the defenders guarding his eligible receivers as part of their calculation of where to throw the ball. Also the entire rushing mechanism of the game is centered on threats. During a rushing play, the ball carrier assesses the threat of the defenders around him and alters his path accordingly. Many things can influence what he views as a threat, including the attributes of the defenders in the area compared to his own, whether a particular defender is blocked or not, and how much vision the HB has as well. Relatively recently, “hot spots” were added to running plays. These are points of attraction that make it more likely for HBs to run through the right holes in accordance with the play’s design. Basically they simulate a HB’s normal desire to hit the right hole, though he may alter his path if the threat of the defenders in that hole is to great.

Rolls

Almost every element in the GLB simulation is determined by rolls. These take certain attributes into account and generate a number, much like rolling a dice. Most rolls are compared to another roll made by the player he is lined up against. For example, whenever the ball is thrown, both the WR and the CB undergo several rolls. The WR is rolling to determine whether or not he will catch the ball; the CB is rolling to determine how well he will defend the pass. These rolls are then compared. If the WR’s roll is significantly higher than the CB’s, he will catch the ball. If the CB’s is high enough he may intercept the ball or merely deflect it. Once the WR catches the ball the CB may also experience another roll to see if he can knock the ball loose before the WR has possession of the pass. Rolls happen when a D-lineman and O-lineman square off to determine if the D-lineman will break the block or perhaps be blocked or even pancaked. They also happen when any defender is attempting to tackle a ball carrier, and in many other situations as well. Improving attributes improves the quality of rolls, while retaining an element of randomness in the game. Think of improving attributes and abilities like improving your odds of something happening, say, from 70% to 75%. There is still a 25% chance that you will fail, but that chance is smaller than the 30% chance you had before. An element of randomness remains though.

Checks

A check is like a roll, except the result is not compared with any other player’s attributes or abilities. It is not a relative analysis of the player in comparison with another player, but a simple check to see if he has one attribute or a combination of them high enough to complete a certain task. One example of this sort of check happens when QBs are passing the ball. Each tick they are constantly assessing the “openness” of the eligible receivers on their offense. If one of them comes open, the QB will undergo a Vision check to determine whether he will realize that receiver is open or not. If the amount of Vision needed to “see” the WR is 60, if your QB has that much Vision he will pass the check, realize the receiver is open, and throw him the ball. If he does not have that much Vision, he will fail to realize the receiver is open and the process will start all over again on the next tick.

♦ ♦ ♦ Changelog ♦ ♦ ♦

Friday, September 4, 2009
Added Introduction and some General Information entries
Added Defensive Skills and Abilities Guide

Saturday, October 31, 2009
Added example builds for CB, SS, FS, KR/PR, and Special Teamer

Monday, November 30, 2009
Added official Attribute Definitions as compiled by Stobie


♦ ♦ ♦ Official Attribute Definitions ♦ ♦ ♦

This is the overall list of what Attributes are supposed to do for your player via the Skill Point page. (compiled by Stobie)

QB

Strength : How strong is this player? Strength will help your QB throw faster passes, longer passes, and break tackles.
Speed : What is this player's top speed? Speed for your QB will determine how quickly he can drop back for a pass, and will help him get away from sacks or scramble upfield more quickly.
Agility : How agile is this player? An agile QB will more easily avoid sacks by changing direction more quickly as he runs. Agility will also help his throwing mechanics some.
Jumping : How high can you jump? Jumping for a QB is a less important skill. However, if he scrambles a lot, some jumping may help him avoid some diving tackles.
Stamina : How quickly does this player get winded? Scrambling QBs will use more energy than pocket QBs. QBs with poor pass protection might find themselves winded from sacks, as well.
Vision : Does this QB pay attention to what is going on around him? Vision will help him find open receivers and avoid incoming blitzers. If he takes off and runs with the ball, vision will help him find the proper path to take to avoid tacklers.
Confidence : Does this QB get rattled easily? Higher confidence will help your QB dust himself off after a sack or hurry, and come back after throwing an interception or incomplete pass. It will also make your QB more confident in his throws, and less likely to make mistakes.
Blocking : QBs are rarely asked to block, so this skill is not very high priority for a QB. However, every once in a while a key block from the QB might keep a play alive. Blocking will help him engage and hold the block.
Tackling : Just throw an interception? Higher tackling skill will help your QB tackle the defender during his return attempt. Not a high priority skill for most QBs.
Throwing : How good are this QB's throwing mechanics? Higher throwing will help improve the quality of his passes.
Catching : Not a high priority skill for a QB, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Does your QB fumble a lot? Higher carrying skill will help him hold on to the ball if he is sacked or during a scramble. Higher carrying will also help him break tackles more easily.
Kicking : QBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your QB kick the ball more accurately.
Punting : QBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your QB punt the ball more accurately.

HB

Strength : How strong is this player? Strength will help your RB break tackles and hold his ground when blocking.
Speed : What is this player's top speed? Speed for your RB will determine his top speed. Important for all running backs.
Agility : How agile is this player? Agility will help your RB accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction. Agility will also help your RB break tackles using the spin special ability.
Jumping : How high can you jump? Jumping will help your RB avoid diving tackles, and will allow him to catch passes that are thrown too high.
Stamina : How quickly does this player get winded? The more your RB carries the ball, the more tired he will get. Also, he will get tired after long runs or when using his top speed. More stamina will keep him fresh longer.
Vision : How well does this RB see the field around him? Vision will help your RB find better cutback lanes, avoid tacklers, pick up blitzers when blocking, catch incoming passes, and use fake abilities such as head fake and juke more effectively.
Confidence : Does this RB believe in himself? Confidence will help your RB maintain his composure after hard hits from snarling tacklers, fumbling the ball, or when his team gives up a score.
Blocking : RBs are often called on to pass block. Blocking will help your RB engage and hold blocks longer.
Tackling : Just fumble the ball? Higher tackling skill will help your RB tackle the defender during his return attempt. Not a high priority skill for most RBs.
Throwing : Most RBs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your RB's throwing mechanics if he is asked to throw the ball.
Catching : Does this RB have good hands? When running a route, catching will help your RB catch passes more easily.
Carrying : Does your RB fumble a lot? Higher carrying skill will help him hold on to the ball when hit hard, including during a catch attempt. Higher carrying will also help him break tackles more easily, and use abilities such as head fake and juke more effectively.
Kicking : RBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your RB kick the ball more accurately.
Punting : RBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your RB punt the ball more accurately.

FB

Strength : How strong is this player? Strength will help your FB break tackles, fight off defenders during catch attempts, and hold his ground when blocking.
Speed : Is this FB fast? Speed for your FB will determine his top speed. It is important to make sure your FB is fast enough to stay in front of the RB when lead blocking.
Agility : How agile is this player? Agility will help your FB accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction.
Jumping : How high can you jump? Jumping will help your FB avoid diving tackles, allow him to catch passes that are thrown too high, and will help him outjump defenders when fighting for a pass.
Stamina : How quickly does this player get winded? The more time your FB spends running routes or blocking, the more tired he will get. Also, he will get tired after long runs or when using his top speed. More stamina will keep him fresh longer.
Vision : How well does this FB see the field and ball? Vision will help your FB see passes coming, find better cutback lanes, avoid tacklers, and find defenders to block more effectively.
Confidence : Does this FB believe in himself? Confidence will help your FB maintain his composure after hard hits from snarling tacklers, after dropping or fumbling the ball, or when his team gives up a score.
Blocking : FBs must usually be able to block as well as play offense. Blocking will help your FB engage and hold blocks longer.
Tackling : Did a defender just intercept the ball? Higher tackling skill will help your FB tackle the defender during his return attempt. Not a high priority skill for most FBs.
Throwing : Most FBs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your FB's throwing mechanics if he is asked to throw the ball.
Catching : Does this FB have good hands? High catching skill will ensure your FB can catch the ball in stride without bobbling it. One of the most important skills for pass catching FBs.
Carrying : Does your FB fumble a lot or have trouble holding on to passes when getting hit? Higher carrying skill will help him hold on to the ball when hit hard, including during a catch attempt. Higher carrying will also help him break tackles more easily.
Kicking : FBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your FB kick the ball more accurately.
Punting : FBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your FB punt the ball more accurately.

WR

Strength : How strong is this player? Strength will help your WR break tackles, fight off defenders during catch attempts, and hold his ground when blocking.
Speed : Is this WR a burner? Speed for your WR will determine his top speed. Important for all receivers.
Agility : How agile is this player? Agility will help your WR accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction. Agility will also help your WR break tackles using the spin special ability.
Jumping : How high can you jump? Jumping will help your WR avoid diving tackles, allow him to catch passes that are thrown too high, and will help him outjump defenders when fighting for a pass.
Stamina : How quickly does this player get winded? The more your WR carries the ball, the more tired he will get. Also, he will get tired after long runs or when using his top speed. More stamina will keep him fresh longer.
Vision : How well does this WR see the field and ball? Vision will help your WR see passes coming, find better cutback lanes, avoid tacklers, and use fake abilities such as head fake and juke more effectively.
Confidence : Does this WR believe in himself? Confidence will help your WR maintain his composure after hard hits from snarling tacklers, after dropping or fumbling the ball, or when his team gives up a score.
Blocking : WRs are sometimes asked to block on rushing plays. Blocking will help your WR engage and hold blocks longer.
Tackling : Did the CB just intercept the ball? Higher tackling skill will help your WR tackle the defender during his return attempt. Not a high priority skill for most WRs.
Throwing : Most WRs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your WR's throwing mechanics if he is asked to throw the ball.
Catching : Does this WR have good hands? High catching skill will ensure your WR can catch the ball in stride without bobbling it. One of the most important skills for WRs.
Carrying : Does your WR fumble a lot or have trouble holding on to passes when getting hit? Higher carrying skill will help him hold on to the ball when hit hard, including during a catch attempt. Higher carrying will also help him break tackles more easily, and use abilities such as head fake and juke more effectively.
Kicking : WRs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your WR kick the ball more accurately.
Punting : WRs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your WR punt the ball more accurately.

TE

Strength : How strong is this player? Strength will help your TE break tackles, fight off defenders during catch attempts, and hold his ground when blocking.
Speed : Is this TE fast? Speed for your TE will determine his top speed. Important for all receivers.
Agility : How agile is this player? Agility will help your TE accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction.
Jumping : How high can you jump? Jumping will help your TE avoid diving tackles, allow him to catch passes that are thrown too high, and will help him outjump defenders when fighting for a pass.
Stamina : How quickly does this player get winded? The more time your TE spends running routes or blocking, the more tired he will get. Also, he will get tired after long runs or when using his top speed. More stamina will keep him fresh longer.
Vision : How well does this TE see the field and ball? Vision will help your TE see passes coming, find better cutback lanes, avoid tacklers, pick up blitzers when blocking, and use fake abilities such as head fake and juke more effectively.
Confidence : Does this TE believe in himself? Confidence will help your TE maintain his composure after hard hits from snarling tacklers, after dropping or fumbling the ball, or when his team gives up a score.
Blocking : TEs must often be able to block as well as catch passes. Blocking will help your TE engage and hold blocks longer.
Tackling : Did a defender just intercept the ball? Higher tackling skill will help your TE tackle the defender during his return attempt. Not a high priority skill for most TEs.
Throwing : Most TEs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your TE's throwing mechanics if he is asked to throw the ball.
Catching : Does this TE have good hands? High catching skill will ensure your TE can catch the ball in stride without bobbling it. One of the most important skills for offense oriented TEs.
Carrying : Does your TE fumble a lot or have trouble holding on to passes when getting hit? Higher carrying skill will help him hold on to the ball when hit hard, including during a catch attempt. Higher carrying will also help him break tackles more easily.
Kicking : TEs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your TE kick the ball more accurately.
Punting : TEs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your TE punt the ball more accurately.

C

Strength : How strong is this player? Strength will help your C hold his ground when blocking, and possibly even pancake the defender he is blocking. A very important skill if matched up against strong DTs.
Speed : Is this C fast? Speed for your C will determine his top speed. Most Cs do not need to be fast, but it can be helpful to have some speed. Speed will help the C get to the second level and block if he pancakes his man.
Agility : How agile is this player? Agility will help your C accelerate more quickly and lose less speed when changing direction. Agility will also help your C hold his ground vs high agility defenders on the line.
Jumping : How high can you jump? Jumping will help your C avoid diving tackles if he happens to get the ball. Not a high priority skill.
Stamina : How quickly does this player get winded? Blocking high strength and agility players will tire out your C quickly. More stamina will keep him fresh longer.
Vision : How well does this C see the field and ball? Vision will help your C pick up blitzers and find players to block when lead blocking.
Confidence : Does this C believe in himself? Confidence will help your C maintain his composure after giving up a sack or being knocked down, or when his team gives up a score.
Blocking : Blocking is an important skill for all linemen. Blocking will help your C engage and hold blocks longer.
Tackling : Cs do not often find themselves needing to tackle, so this is not a high priority skill. If he does however, high tackling skill will help your C make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most Cs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your C's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a C, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a C, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : Cs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your G kick the ball more accurately.
Punting : Cs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your G punt the ball more accurately.

G

Strength : How strong is this player? Strength will help your G hold his ground when blocking, and possibly even pancake the defender he is blocking. A very important skill if matched up against strong DTs.
Speed : Is this G fast? Speed for your G will determine his top speed. Most Gs do not need to be fast, but some plays call for the G to pull and block outside. Speed will help the G get out in front and block.
Agility : How agile is this player? Agility will help your G accelerate more quickly and lose less speed when changing direction. Agility will also help your G hold his ground vs high agility defenders on the line.
Jumping : How high can you jump? Jumping will help your G avoid diving tackles if he happens to get the ball. Not a high priority skill.
Stamina : How quickly does this player get winded? Blocking high strength and agility players will tire out your G quickly. More stamina will keep him fresh longer.
Vision : How well does this G see the field and ball? Vision will help your G pick up blitzers and find players to block when lead blocking.
Confidence : Does this G believe in himself? Confidence will help your G maintain his composure after giving up a sack or being knocked down, or when his team gives up a score.
Blocking : Blocking is an important skill for all linemen. Blocking will help your G engage and hold blocks longer.
Tackling : Gs do not often find themselves needing to tackle, so this is not a high priority skill. If he does however, high tackling skill will help your G make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most Gs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your G's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a G, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a G, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : Gs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your G kick the ball more accurately.
Punting : Gs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your G punt the ball more accurately.

OT

Strength : How strong is this player? Strength will help your OT hold his ground when blocking, and possibly even pancake the defender he is blocking. Many DEs focus on speed and agility, so strength is less important for an OT than other linemen.
Speed : Is this OT fast? Speed for your OT will determine his top speed. OTs need to have a decent amount of speed to keep up with fast DEs. Otherwise, they may get blown by on the line.
Agility : How agile is this player? Agility will help your OT accelerate more quickly and lose less speed when changing direction. Agility will help your OT hold his ground vs high agility defenders on the line. A very important skill for OTs.
Jumping : How high can you jump? Jumping will help your OT avoid diving tackles if he happens to get the ball. Not a high priority skill.
Stamina : How quickly does this player get winded? Blocking high strength and agility players will tire out your OT quickly. More stamina will keep him fresh longer.
Vision : How well does this OT see the field and ball? Vision will help your OT pick up blitzers and find players to block when lead blocking.
Confidence : Does this OT believe in himself? Confidence will help your OT maintain his composure after giving up a sack or being knocked down, or when his team gives up a score.
Blocking : Blocking is an important skill for all linemen. Blocking will help your OT engage and hold blocks longer.
Tackling : OTs do not often find themselves needing to tackle, so this is not a high priority skill. If he does however, high tackling skill will help your OT make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most OTs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your OT's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a OT, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a OT, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : OTs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your OT kick the ball more accurately.
Punting : OTs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your OT punt the ball more accurately.

DT

Strength : How strong is this player? Strength will help your DT drag down the ball carrier, force fumbles, and fight for position on the line. Strength is a very important attribute for DTs.
Speed : Is this DT fast? Speed for your DT will determine his top speed. DTs do not usually need to be exceptionally fast, but some speed can help turn hurries into sacks, or help chase down the ball carrier.
Agility : How agile is this player? Agility will help your DT accelerate more quickly and lose less speed when changing direction. Agility will also help your DT spin and rip his way off of blocks.
Jumping : How high can you jump? Jumping will help your DT bat down passes at the line and dive for tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and chasing the QB around will tire out your DT quickly. More stamina will keep him fresh longer.
Vision : How well does this DT see the field and ball? Vision will help your DT read plays more quickly, get off the line sooner at the snap, and find better angles to the ball carrier.
Confidence : Does this DT believe in himself? Confidence will help your DT maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident DT is also more likely to make tackles.
Blocking : DTs are not frequently called on to block, so this is not a high priority skill. However, if your DT finds himself in a blocking situation, blocking will help him engage and hold his blocks longer. Also, knowing how to block will help your DT shed blocks a bit easier.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your DT make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most DTs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your DT's throwing mechanics if he is asked to throw the ball.
Catching : Does this DT have good hands? High catching skill will improve your DT's chances of turning pass deflections into interceptions.
Carrying : Does your DT fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most DTs.
Kicking : DTs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your DT kick the ball more accurately.
Punting : DTs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your DT punt the ball more accurately.

DE

Strength : How strong is this player? Strength will help your DE drag down the ball carrier, force fumbles, and fight for position on the line.
Speed : Is this DE fast? Speed for your DE will determine his top speed. Being fast will help your DE turn hurries into sacks and chase down the ball carrier.
Agility : How agile is this player? Agility will help your DE accelerate more quickly and lose less speed when changing direction. Agility will also help your DE spin and rip his way off of blocks.
Jumping : How high can you jump? Jumping will help your DE bat down passes at the line and dive for tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and chasing the QB around will tire out your DE quickly. More stamina will keep him fresh longer.
Vision : How well does this DE see the field and ball? Vision will help your DE read plays more quickly, get off the line sooner at the snap, and find better angles to the ball carrier.
Confidence : Does this DE believe in himself? Confidence will help your DE maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident DE is also more likely to make tackles.
Blocking : DEs are not frequently called on to block, so this is not a high priority skill. However, if your DE finds himself in a blocking situation, blocking will help him engage and hold his blocks longer. Also, knowing how to block will help your DE shed blocks a bit easier.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your DE make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most DEs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your DE's throwing mechanics if he is asked to throw the ball.
Catching : Does this DE have good hands? High catching skill will improve your DE's chances of turning pass deflections into interceptions.
Carrying : Does your DE fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most DEs.
Kicking : DEs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your DE kick the ball more accurately.
Punting : DEs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your DE punt the ball more accurately.

LB

Strength : How strong is this player? Strength will help your LB drag down the ball carrier, force fumbles, break blocks, and fight for contested passes.
Speed : Is this LB fast? Speed for your LB will determine his top speed. A LB must make sure he is fast enough to keep up with the receivers or backs he is attempting to cover.
Agility : How agile is this player? Agility will help your LB accelerate more quickly and lose less speed when changing direction. Agility is very important when playing zone defense.
Jumping : How high can you jump? Jumping will help your LB outjump receivers to deflect or intercept passes, or to perform diving tackles. When the LB has the ball, jumping can help him avoid diving tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and covering speedy receivers will tire out your LB quickly. More stamina will keep him fresh longer.
Vision : How well does this LB see the field and ball? Vision will help your LB read plays more quickly, react to incoming passes sooner, and find better angles to the ball carrier. One of the most important skills for LBs.
Confidence : Does this LB believe in himself? Confidence will help your LB maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident LB is also more likely to make tackles.
Blocking : LBs are not frequently called on to block, so this is not a high priority skill. However, if your LB finds himself in a blocking situation, blocking will help him engage and hold his blocks longer.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your LB make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most LBs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your LB's throwing mechanics if he is asked to throw the ball.
Catching : Does this LB have good hands? High catching skill will improve your LB's chances of turning pass deflections into interceptions.
Carrying : Does your LB fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most LBs.
Kicking : LBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your LB kick the ball more accurately.
Punting : LBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your LB punt the ball more accurately.

CB

Strength : How strong is this player? Strength will help your CB drag down the ball carrier, force fumbles, break blocks, and fight for contested passes.
Speed : Is this CB fast? Speed for your CB will determine his top speed. A CB must make sure he is fast enough to keep up with the receivers he is attempting to cover.
Agility : How agile is this player? Agility will help your CB accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction. Agility is very important when playing zone defense.
Jumping : How high can you jump? Jumping will help your CB outjump receivers to deflect or intercept passes, or to perform diving tackles. When the CB has the ball, jumping can help him avoid diving tackles.
Stamina : How quickly does this player get winded? Playing close coverage versus speedy receivers will drain a CB's energy very quickly. More stamina will keep him fresh longer.
Vision : How well does this CB see the field and ball? Vision will help your CB read plays more quickly, react to incoming passes sooner, and find better angles to the ball carrier.
Confidence : Does this CB believe in himself? Confidence will help your CB maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident CB is also more likely to make tackles.
Blocking : CBs are not frequently called on to block, so this is not a high priority skill. However, if your CB finds himself in a blocking situation, blocking will help him engage and hold his blocks longer.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your CB make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most CBs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your CB's throwing mechanics if he is asked to throw the ball.
Catching : Does this CB have good hands? High catching skill will improve your CB's chances of turning pass deflections into interceptions.
Carrying : Does your CB fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most CBs.
Kicking : CBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your CB kick the ball more accurately.
Punting : CBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your CB punt the ball more accurately.

SS

Strength : How strong is this player? Strength will help your SS drag down the ball carrier, force fumbles, break blocks, and fight for contested passes. An important skill when playing run support.
Speed : Is this SS fast? Speed for your SS will determine his top speed. A SS must make sure he is fast enough to keep up with the receivers or backs he is attempting to cover.
Agility : How agile is this player? Agility will help your SS accelerate more quickly and lose less speed when changing direction. Agility is very important when playing zone defense.
Jumping : How high can you jump? Jumping will help your SS outjump receivers to deflect or intercept passes, or to perform diving tackles. When the SS has the ball, jumping can help him avoid diving tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and covering speedy receivers will tire out your SS quickly. More stamina will keep him fresh longer.
Vision : How well does this SS see the field and ball? Vision will help your SS read plays more quickly, react to incoming passes sooner, and find better angles to the ball carrier. One of the most important skills for SS.
Confidence : Does this SS believe in himself? Confidence will help your SS maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident SS is also more likely to make tackles.
Blocking : SS are not frequently called on to block, so this is not a high priority skill. However, if your SS finds himself in a blocking situation, blocking will help him engage and hold his blocks longer.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your SS make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most SS do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your SS's throwing mechanics if he is asked to throw the ball.
Catching : Does this SS have good hands? High catching skill will improve your SS's chances of turning pass deflections into interceptions.
Carrying : Does your SS fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most SSs.
Kicking : SS are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your SS kick the ball more accurately.
Punting : SS are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your SS punt the ball more accurately.

FS

Strength : How strong is this player? Strength will help your FS drag down the ball carrier, force fumbles, break blocks, and fight for contested passes. An important skill if playing run support.
Speed : Is this FS fast? Speed for your FS will determine his top speed. A FS must make sure he is fast enough to keep up with the receivers or backs he is attempting to cover.
Agility : How agile is this player? Agility will help your FS accelerate more quickly and lose less speed when changing direction. Agility is very important when playing zone defense.
Jumping : How high can you jump? Jumping will help your FS outjump receivers to deflect or intercept passes, or to perform diving tackles. When the FS has the ball, jumping can help him avoid diving tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and covering speedy receivers will tire out your FS quickly. More stamina will keep him fresh longer.
Vision : How well does this FS see the field and ball? Vision will help your FS read plays more quickly, react to incoming passes sooner, and find better angles to the ball carrier. One of the most important skills for FS.
Confidence : Does this FS believe in himself? Confidence will help your FS maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident FS is also more likely to make tackles.
Blocking : FS are not frequently called on to block, so this is not a high priority skill. However, if your SS finds himself in a blocking situation, blocking will help him engage and hold his blocks longer.
Tackling : Missed tackles can be devastating for a defense, especially by the FS. High tackling skill will help your FS make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most FS do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your FS's throwing mechanics if he is asked to throw the ball.
Catching : Does this FS have good hands? High catching skill will improve your FS's chances of turning pass deflections into interceptions.
Carrying : Does your FS fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most FS.
Kicking : FS are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your FS kick the ball more accurately.
Punting : FS are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your FS punt the ball more accurately.

K

Strength : How strong is this player? Strength will help your K kick the ball longer distances.
Speed : Is this K fast? Speed is not a high priority skill for most Ks. However, some amount of speed will help your K address the ball quicker on kickoffs and give it a bit more distance, and chase down the return man.
Agility : How agile is this player? Agility will help your K accelerate more quickly and lose less speed when changing direction. When kicking, agility will help improve your K's mechanics a bit, improving his accuracy.
Jumping : How high can you jump? Jumping will help your K perform diving tackles vs a kick returner, and may add a bit of distance to kicks.
Stamina : How quickly does this player get winded? Playing on a lot of kickoffs or kicking a lot of long field goals will tire out your K quickly. More stamina will keep him fresh longer.
Vision : How well does this K see the field and ball? Vision will help your K improve his accuracy on field goals and extra points.
Confidence : Does this K believe in himself? Confidence will help your K maintain his composure after missing a kick, and will help him calm his nerves in pressure situations.
Blocking : Blocking is not a high priority for most Ks. Blocking will help your K engage and hold blocks longer.
Tackling : Ks only need to tackle on kickoffs, so this is not a high priority skill, but it should not be completely neglected. High tackling skill will help your K make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most Ks do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your K's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a K, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a K, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : Kicking is the most important skill for most Ks. Kicking will improve your K's kicking mechanics, improving his accuracy even as the kick distance increases.
Punting : Ks are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your K punt the ball more accurately.

P

Strength : How strong is this player? Strength will help your P punt the ball longer distances.
Speed : Is this P fast? Speed is not a high priority skill for most Ps. However, some amount of speed will help your P address the ball quicker on punts and give it a bit more distance, and chase down the return man.
Agility : How agile is this player? Agility will help your P accelerate more quickly and lose less speed when changing direction. When punting, agility will help improve your P's mechanics a bit, improving his accuracy.
Jumping : How high can you jump? Jumping will help your P perform diving tackles vs a punt returner, and will add a bit of distance to punts.
Stamina : How quickly does this player get winded? Punting a lot will tire out your P quickly. More stamina will keep him fresh longer.
Vision : How well does this P see the field and ball? Vision will help your P improve his accuracy on coffin corner attempts.
Confidence : Does this P believe in himself? Confidence will help your P maintain his composure after a long punt return, and will help him calm his nerves in pressure situations.
Blocking : Blocking is not a high priority for most Ps. Blocking will help your P engage and hold blocks longer.
Tackling : Ps have ten other men to tackle the returner, so this is not a high priority skill, but it should not be completely neglected. High tackling skill will help your P make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most Ps do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your P's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a P, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a P, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : Ks are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your P kick the ball more accurately.
Punting : Punting is the most important skill for most Ps. Punting will improve your P's punting mechanics, improving his coffin corner accuracy even as his punt distance increases.
Edited by tpaterniti on Dec 5, 2009 19:16:00
Edited by tpaterniti on Dec 5, 2009 19:15:47
Edited by tpaterniti on Nov 30, 2009 10:16:14
Edited by tpaterniti on Nov 30, 2009 10:15:12
Edited by tpaterniti on Oct 31, 2009 10:23:20
 
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♦ ♦ ♦ Skills and Abilities Guide - Offense ♦ ♦ ♦
Edited by tpaterniti on Sep 5, 2009 21:47:48
Edited by tpaterniti on Sep 5, 2009 21:40:27
 
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♦ ♦ ♦ Skills and Abilities Guide - Offense (continued) ♦ ♦ ♦
Edited by tpaterniti on Sep 5, 2009 21:48:10
Edited by tpaterniti on Sep 5, 2009 21:46:11
Edited by tpaterniti on Sep 5, 2009 21:45:19
 
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♦ ♦ ♦ Example Builds - Offense ♦ ♦ ♦

Check out this thread for some nice open builds of both offense and defense: http://goallineblitz.com/game/forum_thread.pl?thread_id=3469622
Edited by tpaterniti on Nov 10, 2010 14:16:28
 
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♦ ♦ ♦ Example Builds - Offense ♦ ♦ ♦
Edited by tpaterniti on Sep 5, 2009 21:49:32
 
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♦ ♦ ♦ Skills and Abilities Guide - Defense ♦ ♦ ♦

D-line Skills Guide

Physical Attributes

Strength: This indicates how strong the D-lineman is and affects how likely he is to force a fumble when he tackles a ball carrier. The difference in Strength between a D-lineman and the ball carrier also helps determine (along with several other attributes, Special Abilities and Veteran Abilities) whether the ball carrier will run over the D-lineman or be tackled by him. The differential in Strength between a blocker (usually an O-lineman) and a D-lineman also determines in the rushing game whether the D-lineman will be able to push back the blocker, or whether he himself will be pushed back, or even pancaked if the differential is very heavily in the blocker’s favor. With enough Strength a D-lineman could even pancake an O-lineman himself. While engaged with a blocker in the rushing game, the D-lineman’s Strength and Agility are constantly being compared to the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker to determine how quickly the D-lineman can break free of his block. In the passing game, the Strength and Agility (along with other Special Abilities and Veteran Abilities) of the D-lineman are compared with the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker he is facing. If the roll based on the D-lineman’s attributes, of which Strength is a big part, is higher than the corresponding roll of the blocker he is facing, he will stun the blocker for a brief period of time and run around him to try and sack the QB. In other words, Strength (along with Agility) plays a large part in determining the success of each pass rushing attempt.
Speed: This indicates how fast the D-lineman is and how quickly he can get to either the QB or the ball carrier. In order for a D-lineman to get a great jump off the snap, he also needs Vision to read the snap, and Agility for acceleration (which D-linemen generally need anyway for the purpose of breaking blocks). Also there are many Special Abilities and Veteran Abilities that both rely upon Speed and enhance it in certain situations. Speed is valuable because it puts you in position to make a play.
Agility: This indicates how quickly the D-lineman can change direction. The more agility a D-lineman has, the less speed he loses when he changes direction. Agility also determines how quickly a D-lineman can accelerate to his maximum speed. If his Agility is much less than his Speed, he will not accelerate as quickly as he would have with more Agility. The difference in Agility between a D-lineman and the ball carrier (along with other Special Abilities and Veteran Abilities) determines how likely he is to be faked out by an elusive Special Ability like Head Fake, Juke, or Spin. Agility furthermore works in tandem with certain Special Abilities that allow a D-lineman to get around the blocker who is trying to block him. While engaged with a blocker in the rushing game, the D-lineman’s Strength and Agility are constantly being compared to the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker to determine how quickly the D-lineman can break free of his block. In the passing game, the Strength and Agility (along with other Special Abilities and Veteran Abilities) of the D-lineman are compared with the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker he is facing. If the roll based on the D-lineman’s attributes, of which Agility is a big part, is higher than the corresponding roll of the blocker he is facing, he will stun the blocker for a brief period of time and run around him to try and sack the QB. In other words, Agility (along with Strength) plays a large part in determining the success of each pass rushing attempt.
Jumping: This indicates how high and how far the D-lineman can jump and mostly determines his ability to swat balls and make diving tackles. Jumping also increases the distance from which a D-lineman can register either a tackle or a sack because a long sack is a diving tackle, only instead of the HB, it is the QB being tackled.
Stamina: This indicates how quickly the D-lineman tires. Stamina is the attribute that prevents players from tiring as quickly; Energy is the unit by which a player’s fatigue level is measured. Each player has an Energy bar located in his player profile below his attributes box. The level of this bar immediately after a game indicates how much Energy the player had when that game ended. His Energy level may actually have fallen much lower than the final number during the course of the game. Throughout the game Energy loss is calculated each play as described below. Players lose energy during plays and regain it when they go to the bench to sit out other plays. The coaches of a particular team have several options they can use to control how tired a player may become before he is forced to return to the bench. If a player’s Energy is low after a game, adding more Stamina will lessen his Energy loss in the future. Your own judgment in this matter combined with the advice of your coaches is a much better method for determining how much Stamina is needed to keep your Energy level at an acceptable level during the game than a chart would be due to the unique roster situations and overall philosophies of different coaches. The effects of Energy loss are determined by a myriad of factors, which include, but are not limited to the following: the Strength of a defender compared to the Strength of the blocker he is matched up against. If a blocker is constantly facing a much stronger defender, or vice versa, the weaker of the two will tire very quickly. The intensity of the physical activity a player is performing on a given play will also determine how quickly he tires. For example, a player in man coverage who is running quite a bit on every play will tire much faster than a player in zone coverage who does not cover very much ground on each play. Also attempting to tackle a bigger or stronger HB will tire out the weaker or lighter defender. In addition to all of these there are several Special Abilities and Veteran Abilities which either boost or deplete Energy. These may positively or negatively affect only the player with that ability, or they may affect multiple players, depending on the ability in question. The penalty for low Energy is expressed as a % loss to all your attributes relative to how tired a player is. If his Energy is at 50%, then he may be losing 15-20% of his attributes until he recovers some of his Energy. This is an arbitrary example to show how the system works. The numbers are not accurate. Bort has never revealed what the specific ratio of Energy loss to attribute loss is. Thus Stamina can be seen as an investment of sorts: the more Stamina a player has, the slower he tires and loses Energy, and thus the more often he can play at his maximum potential.
Vision: This indicates how well the D-lineman recognizes plays and how quickly he is able to switch from his primary play focus in response to the play as it develops. For example, if a D-lineman is set to run focus in his individual tactics, with high Vision he will respond more quickly to a pass play in spite of his run focus. There are several Special Abilities and Veteran Abilities which either boost or deplete a defender’s Vision. These may positively or negatively affect only the player with that ability, or they may affect multiple players, depending on the Ability in question. When pass rushing, Vision determines how quickly a D-lineman can react to the snap of the ball. Lower Vision may lead to the D-lineman experiencing a short delay reacting to the snap of the football, while D-linemen with higher Vision will rarely experience any such delay. The feature is designed so that D-lineman will be get off the ball well most of the time with 45-50 vision, and almost always with 55-60 vision. In the rushing game, Vision along with Agility determines how susceptible a D-lineman is to elusive moves like Head Fakes, Jukes, and Spin Moves. Increasing a defender’s Vision will greatly decrease his chance of falling for these moves, although no amount of Vision will totally eliminate this possibility.
Confidence: The unit through which Confidence is measured within the game is Morale. There is a chart at the end of each game which will indicate how much Morale each player had when the game concluded. This chart is available to GMs of the team in the play-by-play screen. Confidence indicates how quickly the D-lineman loses Morale as negative plays happen to him (including getting pancaked if he is facing a blocker who is much stronger than him, or perhaps missing a tackle). A player with high Confidence will also not be as negatively affected by negative plays whereas a player with less Confidence will lose Morale much faster. A player’s Morale level may actually have fallen much lower than the final number during the course of the game. Players lose Morale during plays and they may regain it when they go to the bench to sit out plays though this has never been verified. Morale may also be positively or negatively impacted by many other Special Abilities and Veteran Abilities, especially by General Special Abilities (Defense General, O-line General, D-line General, Field General) as well as by the Veteran Ability that causes these Special Abilities to fire more often, Natural Leader. The Motivational Speaker Veteran Ability also allows for players on the bench to increase the Morale of their teammates who have also returned to the bench. The penalty for low Morale is expressed as a % loss to all your attributes relative to how tired you are. If your Morale is at 50%, then you may be losing 5-10% of your attributes until you recover some of your Morale. This is an arbitrary example to show how the system works. The numbers are not accurate. Bort has never revealed what the specific ratio of Morale loss to attribute loss is; he has indicated, however, that the % lost from low Morale is much less than the % lost from low Stamina. Thus Confidence can be seen as an investment of sorts: the more Confidence a player has, the slower he loses Morale, and thus the more often he can play at his maximum potential.

Football Skills

Blocking: This attribute adds a small bonus to the D-lineman’s ability to fight around a block while pass rushing and perhaps also in the run game. The more blocking a D-lineman has, the larger the bonus to either breaking a block or avoiding one altogether. The specific impact of Blocking on breaking blocks has never been fully explained, but it is believed to be slight.
Tackling: This indicates how well the D-lineman tackles the ball carrier. Power RBs will require Strength and Tackling to bring down, elusive RBs will require Agility and Tackling. More Tackling increases both the chance of making a tackle as well as the radius within which a tackle can be attempted.
Throwing: No significant use for a D-Lineman.
Catching: No significant use for a D-Lineman.
Carrying: No significant use for a D-Lineman.
Kicking: No significant use for a D-Lineman.
Punting: No significant use for a D-Lineman.

DT Special Abilities

Pass Rusher Abilities

The Glare: This ability allows the D-lineman to reduce the QB’s Morale each time he rushes the passer, which is most of the time for a D-lineman (unless they are dropping into zone or playing the run, in which case Snarl and Big Hit would be in effect). Reduced Morale forces the QB to play with reduced abilities (see the entry on Confidence) and as a result his performance should decrease the more the Glare ability is activated against him. Adding more of this ability increases both the chance that it will activate and the Morale reduction the QB experiences when it does activate.
Shed Block: This ability helps the D-linemen break blocks. Agility alone can lead to breaking blocks, but Shed Block greatly enhances a D-lineman’s ability to do so by adding a bonus to the Shed Block Roll. The more Shed Block you add, the bigger the bonus and the more often it activates. Higher Shed Block Rolls mean more and longer stuns. As a result, this is the most important and useful ability for breaking blocks once engaged with a blocker. This ability activates on both rushing and passing plays.
Swat Ball: This ability increases the D-lineman’s chance of tipping balls at the line of scrimmage in tandem with Jumping. It is not clear whether D-linemen experience the same set of rolls when defending a pass that LBs and DBs do. This ability can be useful against shorter passes and passes behind the line of scrimmage (especially screen passes). Adding more of this ability increases the bonus to the pass deflection roll.
Strong Base: This ability allows the D-lineman to use his Strength to push a blocker backwards and even totally out of his way. This ability works best with a D-lineman who has very high Strength (i.e. one who is much stronger than his opponent). It activates only when pass blocking. It cuts the max push back vector the opponent gets when he wins rolls, and it also protects against stuns. Adding more of this ability increases the chance of it activating, and increases the bonus to pushing a blocker out of the D-lineman’s way. It is uncertain how the mechanics of pushing a blocker out of the way work
Big Sack: This ability increases the chance that the QB will fumble when a D-lineman sacks him. It also allows the D-lineman to reduce the QB’s Morale each time he sacks him. Since this ability only activates when a D-lineman sacks the QB, it is only useful if the D-lineman is already getting sacks on a regular basis. Adding more of this ability increases the chance of forcing a fumble when sacking the QB, increases the Morale reduction when sacking the QB, and it probably also increases the chance that this ability will activate. This ability only activates on passing plays.

Run Stuffer Abilities

Wall: This ability prevents the D-lineman from being pushed backwards on rushing plays and works best when the D-lineman has moderate Strength. This Special Ability likely only activates on rushing plays, and some have suggested that it also prevents the D-linemen from being pancaked. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the resistance to being pushed backwards. It is uncertain whether this ability activates sporadically or whether it is always active on rushing plays.
Break Through: This ability increases the D-lineman’s ability to break through double-teams. In the past NTs and LDEs were the only D-linemen who got double-teamed on a regular basis, but now with the Defensive Play Creator D-linemen can be moved around and the Defensive Coordinator now has much more control over who gets double-teamed on any given play. This ability works best on D-linemen with very high Strength and Agility. This ability does not add any new dynamic to breaking blocks; it simply increases the chance of the D-lineman breaking both blocks simultaneously instead of one at a time. This ability activates on both rushing and passing plays. Adding more of this ability increases the chance that the D-lineman will break two blocks simultaneously. Probably this is an ability that is checked for each time a D-lineman is engaged with two blockers at the same time.
Snarl: This ability allows the D-lineman to reduce the ball carrier’s Morale each time he tackles him. Recall that reduced Morale forces the ball carrier to play with reduced abilities (see the entry on Confidence), and his performance should decrease the more the Snarl ability is activated against him. Adding more of this ability increases both the chance that it will activate and the Morale reduction the ball carrier experiences when it does activate.
Big Hit: This ability, like Snarl, also allows the D-lineman to reduce the ball carrier’s Morale each time he tackles him. This ability works a little better than Snarl at reducing Morale and also carries with it the chance of forcing a fumble. The chance of forcing a fumble is increased with higher Strength and also by setting the D-lineman’s tackling style in his individual tactics to balanced or power. This ability is only active on running plays. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases both the chance that it will activate and the Morale reduction the ball carrier experiences when it does activate.
D-line General: This ability boosts both the Confidence and the Stamina of all the D-linemen on the field each time it activates (presumably including the DT with the ability also). As the description of this ability suggests, this makes the entire D-line better. This ability only works if the player with it is in the NT spot. Adding more of this ability increases both the chance it will activate and the bonus it provides. The Natural Leader Veteran Ability enhances this ability by making it activate more often.

DE Special Abilities

Containment Abilities

Swat Ball: This ability increase the DE’s chance of deflecting passes in pass coverage by increasing the deflect pass roll that occurs once a DE passes his Vision check and “sees” a pass in the air, gets into position, and makes a play on the ball. For DEs, this ability is especially helpful on short passes and passes behind the line of scrimmage (especially screen passes - see the entry on Jumping). Adding more of this ability increases the bonus to the pass deflection roll.
Wall: This ability prevents the D-lineman from being pushed backwards on rushing plays and works best when the D-lineman has moderate Strength. This Special Ability likely only activates on rushing plays, and some have suggested that it also prevents the D-linemen from being pancaked. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the resistance to being pushed backwards. It is uncertain whether this ability activates sporadically or whether it is always active on rushing plays.
Strong Base: This ability allows the D-lineman to use his Strength to push a blocker backwards and even totally out of his way. This ability works best with a D-lineman who has very high Strength (i.e. one who is much stronger than his opponent). It activates only when pass blocking. It cuts the max push back vector the opponent gets when he wins rolls, and it also protects against stuns. Adding more of this ability increases the chance of it activating, and increases the bonus to pushing a blocker out of the D-lineman’s way. It is uncertain how the mechanics of pushing a blocker out of the way work
Diving Tackle: This ability allows the D-lineman to attempt a diving tackle, which is a tackle from a distance. Jumping naturally increases the range from which you can attempt a tackle (Tackling does as well). Thus with a lot of Jumping it is possible to make a Diving Tackle even without any points in this Special Ability; however, this ability increases the chance that your Diving Tackle attempt will be successful. If you attempt to make a Diving Tackle and fail, you will lay on the ground for a very long time and eliminate yourself from the play unless you have the Veteran Ability Never Give Up. The Diving Tackle Special Ability can be very important for D-linemen in run support as it allows them to make tackles from great distances, and Diving Tackles are often difficult to break or avoid. Adding more of this ability probably increases the chance that it will activate as well as the chance that the attempt will be successful.
Monster Hit: This ability increases the chance that the ball carrier will fumble when a D-lineman tackles him on a rushing play. This ability also allows the D-lineman to reduce the ball carrier’s Morale each time he tackles him (see the entry on Confidence). The chance of forcing a fumble is increased with higher Strength and also by setting the D-lineman’s tackling style in his individual tactics to balanced or power. This ability does not activate when sacking the QB. This ability is only active on running plays. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the chance of it activating, as well as increasing the Morale lost and the chance to force a fumble when it does activate.

Pass Rusher Abilities

First Step: This ability allows the D-lineman to accelerate quickly from a dead stop. Acceleration is normally dependent upon Agility and Speed; this Special Ability boosts the effects of the Speed and Agility you already have when you are accelerating both from a dead stop (i.e. before the ball is snapped) and when you re-accelerate after a direction change. This ability also boosts your maximum speed for a short time on top of the increase in acceleration. Vision is important to getting off the snap for a different reason. When the ball is snapped, the simulation runs a check to see if your D-lineman has enough Vision in order to determine how well he can “see/realize” the snap has occurred (see the entry on Vision). This ability allows you to get off the snap faster and may be used in conjunction with other Special and Veteran Abilities which provide situational boosts to Speed (especially the Veteran Ability Jump the Snap). Adding more of this ability increases both the chance that it will activate and the boost to Speed and acceleration that results when it does activate.
Change Direction: This ability allows the D-lineman to change direction with a minimal loss of speed. Normally this is a function of Agility. The more Agility you have, the less speed you lose when you change direction. This ability decreases the amount of Speed lost even more than you would normally lose changing direction based solely upon your Agility. It also allows you to make tighter turns (i.e. it decreases your turning radius). Adding more of this ability decreases both the Speed lost when turning as well as the turning radius needed to turn.
Shed Block: This ability helps the D-linemen break blocks. Agility alone can lead to breaking blocks, but Shed Block greatly enhances a D-lineman’s ability to do so by adding a bonus to the Shed Block Roll. The more Shed Block you add, the bigger the bonus and the more often it activates. Higher Shed Block Rolls mean more and longer stuns. As a result, this is the most important and useful ability for breaking blocks once engaged with a blocker. This ability activates on both rushing and passing plays.
Tunnel Vision: This ability provides a boost to the D-lineman’s Speed and Agility once he has a clear path to the QB. How it is determined when he has a clear path to the QB has never been specified, but presumably it is based either on there being no remaining blocker between the D-lineman and the QB or on the D-lineman’s distance from the QB regardless of what blockers are in the vicinity. Whatever triggers it, once the necessary conditions are met, this ability seems to be a simple bonus to both Speed and Agility and thus can be very valuable for turning would-be hurries into sacks. Adding more of this ability increases both the chance that it will activate and the boost to Speed and Agility when it does activate
Big Sack: This ability increases the chance that the QB will fumble when a D-lineman sacks him. It also allows the D-lineman to reduce the QB’s Morale each time he sacks him. Since this ability only activates when a D-lineman sacks the QB, it is only useful if the D-lineman is already getting sacks on a regular basis. Adding more of this ability increases the chance of forcing a fumble when sacking the QB, increases the Morale reduction when sacking the QB, and it probably also increases the chance that this ability will activate. This ability only activates on passing plays.

LB Skills Guide

Physical Attributes

Strength: This indicates how strong the LB is and affects how likely he is to force a fumble when he tackles a ball carrier. The difference in Strength between a LB and the ball carrier also helps determine (along with several other attributes, Special Abilities and Veteran Abilities) whether the ball carrier will run over the LB or be tackled by him. The differential in Strength between a blocker (FB/TE/O-lineman) and a blitzing LB also determines in the rushing game whether the LB will be able to push back the blocker, or whether he himself will be pushed back, or even be pancaked if the differential is very heavily in the blocker’s favor. With enough Strength a blitzing LB could even pancake a blocker himself, although LBs with enough Strength to accomplish this feat are rare. While engaged with a blocker in the rushing game, the LB’s Strength and Agility are constantly being compared to the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker to determine how quickly the LB can break free of his block. In the passing game, the Strength and Agility (along with other Special Abilities and Veteran Abilities) of the LB are compared with the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker he is facing. If the roll based on the LB’s attributes, of which Strength is a big part, is higher than the corresponding roll of the blocker he is facing, he will stun the blocker for a brief period of time and run around him to try and sack the QB. In other words, Strength (along with Agility) plays a large part in determining the success of each pass rushing attempt. Once an eligible receiver (WR/TE/HB/FB) catches the ball, the Strength of the LB (and possibly other attributes, Special Abilities and Veteran Abilities) is compared with the Carrying (and possibly other attributes, Special Abilities and Veteran Abilities, especially the Veteran Ability Jackhammer) of the receiver to determine whether the receiver will hold onto the ball or whether the LB will jar it loose for an incompletion. More Strength almost surely increases the chance of knocking a pass loose.
Speed: This indicates how fast the LB is and how quickly he can get to either the QB or the ball carrier. As a result Speed has a huge impact on how well a LB can cover WRs, TEs, HBs and FBs in the passing game, how quickly he can reach ball carriers on running plays, and how quickly he can get to the QB when pass rushing. In the passing game in particular, once the LB passes a Vision check and makes a break on a pass that is in the air, his Speed and Agility determine the quality of the position he can get on the pass relative to the position of the receiver trying to catch it. If the LB can get good enough position, this will increase his chance of passing his interception/pass deflection roll. In short, Speed remains one of the most important attributes when playing pass coverage. LBs experience a Speed and Agility penalty when covering WRs in man coverage and possibly in zone coverage as well.
Agility: This indicates how quickly the LB can change direction. The more agility a LB has, the less speed he loses when he changes direction. Agility also determines how quickly a LB can accelerate to his maximum speed. If his Agility is much less than his Speed, he will not accelerate as quickly as he would have with more Agility. The difference in Agility between a LB and the ball carrier (along with other Special Abilities and Veteran Abilities) determines how likely he is to be faked out by an elusive Special Ability like Head Fake, Juke, or Spin. Agility furthermore works in tandem with certain Special Abilities that allow a LB to get around the blocker who is trying to block him. As is the case with a D-linemen, while engaged with a blocker in the rushing game, the LB’s Strength and Agility are constantly being compared to the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker to determine how quickly the LB can break free of his block. In the passing game, the Strength and Agility (along with other Special Abilities and Veteran Abilities) of the blitzing LB are compared with the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker he is facing. If the roll based on the LB’s attributes, of which Agility is a big part, is higher than the corresponding roll of the blocker he is facing, he will stun the blocker for a brief period of time and run around him to try and sack the QB. In other words, Agility (along with Strength) plays a large part in determining the success of each pass rushing attempt. Many players like to find a piece of advanced equipment with the Change Direction Special Ability to increase the LB’s ability to change directions without losing hardly any speed, if any at all, whether in run or pass coverage (Change Direction also reduces a player’s turning radius when it activates - see the entry on Change Direction in the DE Special Abilities section). In pass coverage, once the LB passes a Vision check and makes a break on a pass that is in the air, his Speed and Agility determine the quality of the position he can get on the pass relative to the position of the receiver trying to catch it. If a LB can get good enough position, this will increase his chance of passing his interception/pass deflection roll. In short, Agility remains one of the most important attributes when playing pass coverage.
Jumping: This indicates how high and how far the LB can jump and mostly determines his ability to swat balls and to make diving tackles. Jumping therefore increases the distance from which a LB can register either a tackle or a sack because a long sack is a diving tackle, only instead of the HB, it is the QB being tackled. In pass coverage, once the LB passes a Vision check and makes a break on a pass that is in the air, and provided that his Speed and Agility have given him the ability to get in a good enough position to make a play on the pass, the LB then undergoes a series of interception and deflection checks based on his Jumping and Catching (the quality of his position is also considered along with other Special Abilities and Veteran Abilities). Interspersed with these checks, the intended receiver is undergoing similar checks to determine whether he can catch the ball. These are similarly based upon that receiver’s Jumping and Catching (the quality of his position is also considered along with other Special Abilities and Veteran Abilities). Higher Jumping allows the LB to catch the ball at a higher point and thus it should increase his chance of making an interception. However, some believe that too much Jumping will increase the LB’s ability to deflect the pass while decreasing his ability to intercept it based on the way the rolls are programmed and the order in which they occur.
Stamina: This indicates how quickly the LB tires. Stamina is the attribute that prevents players from tiring as quickly; Energy is the unit by which a player’s fatigue level is measured. Each player has an Energy bar located in his player profile below his attributes box. The level of this bar immediately after a game indicates how much Energy the player had when that game ended. His Energy level may actually have fallen much lower than the final number during the course of the game. Throughout the game Energy loss is calculated each play as described below. Players lose energy during plays and regain it when they go to the bench to sit out other plays. The coaches of a particular team have several options they can use to control how tired a player may become before he is forced to return to the bench. If a player’s Energy is low after a game, adding more Stamina will lessen his Energy loss in the future. Your own judgment in this matter combined with the advice of your coaches is a much better method for determining how much Stamina is needed to keep your Energy level at an acceptable level during the game than a chart would be due to the unique roster situations and overall philosophies of different coaches. The effects of Energy loss are determined by a myriad of factors, which include, but are not limited to the following: the Strength of a defender compared to the Strength of the blocker he is matched up against. If a blocker is constantly facing a much stronger defender, or vice versa, the weaker of the two will tire very quickly. The intensity of the physical activity a player is performing on a given play will also determine how quickly he tires. For example, a player in man coverage who is running quite a bit on every play will tire much faster than a player in zone coverage who does not cover very much ground on each play. Also attempting to tackle a bigger or stronger HB will tire out the weaker or lighter defender. In addition to all of these there are several Special Abilities and Veteran Abilities which either boost or deplete Energy. These may positively or negatively affect only the player with that ability, or they may affect multiple players, depending on the ability in question. The penalty for low Energy is expressed as a % loss to all your attributes relative to how tired a player is. If his Energy is at 50%, then he may be losing 15-20% of his attributes until he recovers some of his Energy. This is an arbitrary example to show how the system works. The numbers are not accurate. Bort has never revealed what the specific ratio of Energy loss to attribute loss is. Thus Stamina can be seen as an investment of sorts: the more Stamina a player has, the slower he tires and loses Energy, and thus the more often he can play at his maximum potential.
Vision: This indicates how well the LB recognizes plays and how quickly he is able to switch from his primary play focus in response to the play as it develops. For example, if a LB is set to run focus in his individual tactics, with high Vision he will respond more quickly to a pass play in spite of his run focus. In pass coverage, Vision determines how quickly both a defender and a receiver realize that a pass is in the air and thus it determines how quickly each of them breaks out of his coverage or his route to try and make a play on the ball. Adding more Vision to a defender or receiver allows them to “see” the ball sooner. Once they pass this Vision check and realize a pass is on the way, it is only then that they attempt to get into position to either catch or intercept the pass. Vision also determines how susceptible LBs are to QB's pump fakes and to receivers’ head fakes. Increasing a defender’s Vision will greatly decrease his chance of falling for a fake, although no amount of Vision will totally eliminate this possibility. In addition to fakes, there are several Special Abilities and Veteran Abilities which either boost or deplete a defender’s Vision (most notably for a receiver, the Awe Inspiring and Underdog Veteran Abilities may reduce the Vision of the defender assigned to him in man coverage by 20% if certain conditions are met). These may positively or negatively affect only the player with that ability, or they may affect multiple players, depending on the Ability in question. In the rushing game, Vision along with Agility determines how susceptible the LB is to elusive moves like Head Fakes, Jukes, and Spin Moves. Increasing a defender’s Vision will greatly decrease his chance of falling for these moves, although no amount of Vision will totally eliminate this possibility. When assigned to cover a HB or FB in man coverage, whenever that HB or FB runs a route instead of receiving the ball on a rushing play or staying in the backfield to pass block, a LB must pass a Vision check in order to realize this. With lower Vision a LB will lose track of the HB or FB who is not carrying the ball or pass blocking, while LBs with higher Vision will quickly realize that the HB or FB is running a passing route instead of carrying the ball or pass blocking. On a passing play, whenever a LB is assigned to cover a TE/HB/FB in man coverage and that player stays in to block instead of running a route, the LB must pass a Vision check to resort to his fall-back assignment (either zone or blitz). The feature is designed such that 60 Vision results in a rate of 60% success in passing this Vision check. The check occurs every tick until it is passed.
Confidence: The unit through which Confidence is measured within the game is Morale. There is a chart at the end of each game which will indicate how much Morale each player had when the game concluded. This chart is available to GMs of the team in the play-by-play screen. Confidence indicates how quickly the LB loses Morale as negative plays happen to him (including getting pancaked if he is facing a blocker who is much stronger than him, or perhaps missing a tackle). A player with high Confidence will also not be as negatively affected by negative plays whereas a player with less Confidence will lose Morale much faster. A player’s Morale level may actually have fallen much lower than the final number during the course of the game. Players lose Morale during plays and they may regain it when they go to the bench to sit out plays though this has never been verified. Morale may also be positively or negatively impacted by many other Special Abilities and Veteran Abilities, especially by General Special Abilities (Defense General, O-line General, D-line General, Field General) as well as by the Veteran Ability that causes these Special Abilities to fire more often, Natural Leader. The Motivational Speaker Veteran Ability also allows for players on the bench to increase the Morale of their teammates who have also returned to the bench. The penalty for low Morale is expressed as a % loss to all your attributes relative to how tired you are. If your Morale is at 50%, then you may be losing 5-10% of your attributes until you recover some of your Morale. This is an arbitrary example to show how the system works. The numbers are not accurate. Bort has never revealed what the specific ratio of Morale loss to attribute loss is; he has indicated, however, that the % lost from low Morale is much less than the % lost from low Stamina. Thus Confidence can be seen as an investment of sorts: the more Confidence a player has, the slower he loses Morale, and thus the more often he can play at his maximum potential.

Football Skills

Blocking: This attribute adds a small bonus to the LB’s ability to fight around a block while pass rushing and perhaps also in the run game. The more blocking a LB has, the larger the bonus to either breaking a block or avoiding one altogether. The specific impact of Blocking on breaking blocks has never been fully explained, but it is believed to be slight.
Tackling: This indicates how well the LB tackles the ball carrier. Power RBs will require Strength and Tackling to bring down, elusive RBs will require Agility and Tackling. Many LBs choose to enhance their ability to tackle by adding a Veteran Ability or a combination of them that enhance tackling in some way (usually either to cause more fumbles or to decrease the number of broken tackles). More Tackling increases both the chance of making a tackle as well as the radius within which a tackle can be attempted.
Throwing: No significant use for a LB.
Catching: This indicates how well the LB can catch interceptions. In pass coverage, once a LB passes a Vision check and makes a break on a pass that is in the air (see the entry for Vision), and provided that his Speed and Agility have given him the ability to get in a good enough position to make a play on the pass, the LB then undergoes a series of interception and deflection checks based on his Jumping and Catching (the quality of his position is also considered along with other Special Abilities and Veteran Abilities). Interspersed with these checks, the intended receiver is undergoing similar checks to determine whether he can catch the ball. These are similarly based upon that receiver’s Jumping and Catching (the quality of his position is also considered along with other Special Abilities and Veteran Abilities). Higher Catching gives the LB a better chance to catch the ball. Some believe that the best way to get INTs is with high Catching and lower Jumping. However this has never been demonstrated.
Carrying: No significant use for a LB.
Kicking: No significant use for a LB.
Punting: No significant use for a LB.

LB Special Abilities

Hard Hitter Abilities

Snarl: This ability allows the LB to reduce the ball carrier’s Morale each time he tackles him. Reduced Morale forces the ball carrier to play with reduced abilities (see the entry on Confidence), and his performance should decrease the more the Snarl ability is activated against him. Adding more of this ability increases both the chance that it will activate and the Morale reduction the ball carrier experiences when it does activate.
Aura of Intimidation: This ability allows the LB to reduce the Morale of an opposing player within a certain radius of him. Recall that reduced Morale forces any player to play with reduced abilities and his performance should decrease the lower his Morale falls. Adding more of this ability increases the radius within which the LB can decrease the Morale of his opponents and also increases the amount of Morale loss that occurs when it activates. Presumably adding more also increases the chance of this ability activating.
Diving Tackle: This ability allows the LB to attempt a diving tackle, which is a tackle from a distance. Jumping naturally increases the range from which you can attempt a tackle (Tackling does as well). Thus with a lot of Jumping it is possible to make a Diving Tackle even without any points in this Special Ability; however, this ability increases the chance that a Diving Tackle attempt will be successful. If a LB attempts to make a Diving Tackle and fails, he will lie on the ground for a very long time and eliminate himself from the play unless he has the Veteran Ability Never Give Up. The Diving Tackle Special Ability can be very important for LBs in run support as it allows them to make tackles from great distances, and Diving Tackles are often difficult to break or avoid. Adding more of this ability probably increases the chance that it will activate as well as the chance that the attempt will be successful.
Monster Hit: This ability increases the chance that the ball carrier will fumble when a LB tackles him on a rushing play. This ability also allows the LB to reduce the ball carrier’s Morale each time he tackles him (see the entry on Confidence). The chance of forcing a fumble is increased with higher Strength and also by setting the LB’s tackling style in his individual tactics to balanced or power. This ability does not activate when sacking the QB. This ability is only active on running plays. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the chance of it activating, as well as increasing the Morale lost and the chance to force a fumble when it does activate.
Defense General: This ability boosts both the Confidence and the Stamina of all the LBs and DBs on the field each time it activates (presumably including that of the LB with the ability also). As the description of this ability suggests, this makes the entire defense better. This ability only works if the player with it is in the MLB spot. In the 3-4 defense, the simulation randomly selects one of the ILBs each play for the purposes of activating this ability. Adding more of this ability increases both the chance it will activate and the bonus it provides. The Natural Leader Veteran Ability enhances this ability by making it activate more often.

Pass Rusher Abilities

Trash Talk: This ability allows the LB to reduce the QB’s Morale each time he rushes the passer. Reduced Morale forces the QB to play with reduced abilities (see the entry on Confidence) and as a result his performance should decrease the more the Glare ability is activated against him. Adding more of this ability increases both the chance that it will activate and the Morale reduction the QB experiences when it does activate. It is unknown whether this ability activates on running plays, passing plays, or both.
The Glare: This ability works exactly like Trash Talk, but the Morale reduction is slightly higher. Adding more of this ability increases both the chance that it will activate and the Morale reduction the QB experiences when it does activate. Both Trash Talk and The Glare can be activated on the same play. It is unknown whether this ability activates on running plays, passing plays, or both.
Shed Block: This ability helps the LB break blocks. Agility alone can lead to breaking blocks, but Shed Block greatly enhances a LB’s ability to do so by adding a bonus to the Shed Block Roll. The more Shed Block you add, the bigger the bonus and the more often it activates. Higher Shed Block Rolls mean more and longer stuns. Therefore, this is the most important and useful ability for breaking blocks once engaged with a blocker. This ability activates on both rushing and passing plays.
Swat Ball: This ability increase the LB’s chance of deflecting passes in pass coverage by increasing the deflect pass roll that occurs once a LB passes his Vision check and “sees” a pass in the air, gets into position, and makes a play on the ball. Adding more of this ability increases the bonus to the pass deflection roll.
Big Sack: This ability increases the chance that the QB will fumble when a LB sacks him. It also allows the LB to reduce the QB’s Morale each time he sacks him. Since this ability only activates when a LB sacks the QB, it is only useful if the LB is already getting sacks on a regular basis. Adding more of this ability increases the chance of forcing a fumble when sacking the QB, increases the Morale reduction when sacking the QB, and it probably also increases the chance that this ability will activate. This ability only activates on passing plays.
Edited by tpaterniti on Sep 9, 2009 22:10:36
Edited by tpaterniti on Sep 6, 2009 19:43:43
Edited by tpaterniti on Sep 6, 2009 12:54:13
 
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♦ ♦ ♦ Skills and Abilities Guide - Defense (continued) ♦ ♦ ♦

DB Skills Guide

Physical Attributes

Strength: This indicates how strong the DB is and affects how likely he is to force a fumble when he tackles a ball carrier. The differential in Strength between a DB and the ball carrier also helps determine (along with several other attributes, Special Abilities and Veteran Abilities) whether the ball carrier will run over the DB or be tackled by him. The differential in strength between a blocker (WR/FB/TE/O-lineman) and a blitzing DB or a DB lined up against a WR or TE also determines in the rushing game whether the DB will be able to push back the blocker, or whether he himself will be pushed back, or even be pancaked if the differential is very heavily in the blocker’s favor. With enough strength a DB could even pancake a blocker himself (most likely a WR), which could be advantageous when playing run support. While engaged with a blocker in the rushing game, the DB’s Strength and Agility are constantly being compared to the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker to determine how quickly the DB can break free of his block. In the passing game, the Strength and Agility (along with other Special Abilities and Veteran Abilities) of the DB are compared with the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker he is facing. If the roll based on the DB’s attributes, of which Strength is a big part, is higher than the corresponding roll of the blocker he is facing, he will stun the blocker for a brief period of time and run around him to try and sack the QB. It should be noted, however, that most pass-rushing DBs, however, rely on avoiding blockers rather than engaging them and breaking through their blocks. For this purpose they rely upon Speed and Agility. Once an eligible receiver (WR/TE/HB/FB) catches the ball, the Strength of the DB (and possibly other attributes, Special Abilities and Veteran Abilities) is compared with the Carrying (and possibly other attributes, Special Abilities and Veteran Abilities, especially the Veteran Ability Jackhammer) of the receiver to determine whether the receiver will hold onto the ball or whether the DB will jar it loose for an incompletion. More Strength almost surely increases the chance of knocking a pass loose.
Speed: This indicates how fast the DB is and how quickly he can get to either the QB or the ball carrier. As a result Speed has a huge impact on how well a DB can cover WRs, TEs, HBs and FBs in the passing game, how quickly he can reach ball carriers on running plays, and how quickly he can get to the QB when pass rushing. In the passing game in particular, once the DB passes a Vision check and makes a break on a pass that is in the air, his Speed and Agility determine the quality of the position he can get on the pass relative to the position of the receiver trying to catch it. If the DB can get good enough position, this will increase his chance of passing his interception and pass deflection rolls. In short, Speed remains one of the most important attributes when playing pass coverage.
Agility: This indicates how quickly the DB can change direction. The more agility a DB has, the less speed he loses when he changes direction. Agility also determines how quickly a DB can accelerate to his maximum speed. If his Agility is much less than his Speed, he will not accelerate as quickly as he would have with more Agility. The difference in Agility between a DB and the ball carrier (along with other Special Abilities and Veteran Abilities) determines how likely he is to be faked out by an elusive Special Ability like Head Fake, Juke, or Spin. Agility furthermore works in tandem with certain Special Abilities that allow a DB to get around the blocker who is trying to block him. As is the case with LBs, while engaged with a blocker in the rushing game, the DB’s Strength and Agility are constantly being compared to the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker to determine how quickly the DB can break free of his block. In the passing game, the Strength and Agility (along with other Special Abilities and Veteran Abilities) of the blitzing DB are compared with the Strength and Agility (Blocking and other Special Abilities and Veteran Abilities are also considered) of the blocker he is facing. If the roll based on the DB’s attributes, of which Agility is a big part, is higher than the corresponding roll of the blocker he is facing, he will stun the blocker for a brief period of time and run around him to try and sack the QB. It should be noted, however, that most pass-rushing DBs, however, rely on avoiding blockers rather than engaging them and breaking through their blocks. For this purpose they rely upon Speed and Agility. In pass coverage, once the DB passes a Vision check and makes a break on a pass that is in the air, his Speed and Agility determine the quality of the position he can get on the pass relative to the position of the receiver trying to catch it. If a DB can get good enough position, this will increase his chance of passing his interception/pass deflection roll. In short, Agility remains one of the most important attributes when playing pass coverage.
Jumping: This indicates how high and how far the DB can jump and mostly determines his ability to swat balls and to make diving tackles. Jumping therefore increases the distance from which a DB can register either a tackle or a sack because a long sack is a diving tackle, only instead of the HB, it is the QB being tackled. In pass coverage, once a DB passes a Vision check and makes a break on a pass that is in the air, and provided that his Speed and Agility have given him the ability to get in a good enough position to make a play on the pass, the DB then undergoes a series of interception and deflection checks based on his Jumping and Catching (the quality of his position is also considered along with other Special Abilities and Veteran Abilities). Interspersed with these checks, the intended receiver is undergoing similar checks to determine whether he can catch the ball. These are similarly based upon that receiver’s Jumping and Catching (the quality of his position is also considered along with other Special Abilities and Veteran Abilities). Higher Jumping allows the DB to catch the ball at a higher point and thus it should increase his chance of making an interception. However, some believe that too much Jumping will increase the DB’s ability to deflect the pass while decreasing his ability to intercept it based on the way the rolls are programmed and the order in which they occur.
Stamina: This indicates how quickly the DB tires. Stamina is the attribute that prevents players from tiring as quickly; Energy is the unit by which a player’s fatigue level is measured. Each player has an Energy bar located in his player profile below his attributes box. The level of this bar immediately after a game indicates how much Energy the player had when that game ended. His Energy level may actually have fallen much lower than the final number during the course of the game. Throughout the game Energy loss is calculated each play as described below. Players lose energy during plays and regain it when they go to the bench to sit out other plays. The coaches of a particular team have several options they can use to control how tired a player may become before he is forced to return to the bench. If a player’s Energy is low after a game, adding more Stamina will lessen his Energy loss in the future. Your own judgment in this matter combined with the advice of your coaches is a much better method for determining how much Stamina is needed to keep your Energy level at an acceptable level during the game than a chart would be due to the unique roster situations and overall philosophies of different coaches. The effects of Energy loss are determined by a myriad of factors, which include, but are not limited to the following: the Strength of a defender compared to the Strength of the blocker he is matched up against. If a blocker is constantly facing a much stronger defender, or vice versa, the weaker of the two will tire very quickly. The intensity of the physical activity a player is performing on a given play will also determine how quickly he tires. For example, a player in man coverage who is running quite a bit on every play will tire much faster than a player in zone coverage who does not cover very much ground on each play. Also attempting to tackle a bigger or stronger HB will tire out the weaker or lighter defender. In addition to all of these there are several Special Abilities and Veteran Abilities which either boost or deplete Energy. These may positively or negatively affect only the player with that ability, or they may affect multiple players, depending on the ability in question. The penalty for low Energy is expressed as a % loss to all your attributes relative to how tired a player is. If his Energy is at 50%, then he may be losing 15-20% of his attributes until he recovers some of his Energy. This is an arbitrary example to show how the system works. The numbers are not accurate. Bort has never revealed what the specific ratio of Energy loss to attribute loss is. Thus Stamina can be seen as an investment of sorts: the more Stamina a player has, the slower he tires and loses Energy, and thus the more often he can play at his maximum potential.
Vision: This indicates how well the DB recognizes plays and how quickly he is able to switch from his primary play focus in response to the play as it develops. For example, if a DB is set to run focus in his individual tactics, with high Vision he will respond more quickly to a pass play in spite of his run focus. In pass coverage, Vision determines how quickly both a defender and a receiver realize that a pass is in the air and thus it determines how quickly each of them breaks out of his coverage or his route to try and make a play on the ball. Adding more Vision to a defender or receiver allows them to “see” the ball sooner. Once they pass this Vision check and realize a pass is on the way, it is only then that they attempt to get into position to either catch or intercept the pass. Vision also determines how susceptible DBs are to QB's pump fakes and to receivers’ head fakes. Increasing a defender’s Vision will greatly decrease his chance of falling for a fake, although no amount of Vision will totally eliminate this possibility. In addition to fakes, there are several Special Abilities and Veteran Abilities which either boost or deplete a defender’s Vision (most notably for a receiver, the Awe Inspiring and Underdog Veteran Abilities may reduce the Vision of the defender assigned to him in man coverage by 20% if certain conditions are met). These may positively or negatively affect only the player with that ability, or they may affect multiple players, depending on the Ability in question. In the rushing game, Vision along with Agility determines how susceptible a defender is to elusive moves like Head Fakes, Jukes, and Spin Moves. Increasing a defender’s Vision will greatly decrease his chance of falling for these moves, although no amount of Vision will totally eliminate this possibility.
Confidence: The unit through which Confidence is measured within the game is Morale. There is a chart at the end of each game which will indicate how much Morale each player had when the game concluded. This chart is available to GMs of the team in the play-by-play screen. Confidence indicates how quickly the DB loses Morale as negative plays happen to him (including getting pancaked if he is facing a blocker who is much stronger than him, or perhaps missing a tackle). A player with high Confidence will also not be as negatively affected by negative plays whereas a player with less Confidence will lose Morale much faster. A player’s Morale level may actually have fallen much lower than the final number during the course of the game. Players lose Morale during plays and they may regain it when they go to the bench to sit out plays though this has never been verified. Morale may also be positively or negatively impacted by many other Special Abilities and Veteran Abilities, especially by General Special Abilities (Defense General, O-line General, D-line General, Field General) as well as by the Veteran Ability that causes these Special Abilities to fire more often, Natural Leader. The Motivational Speaker Veteran Ability also allows for players on the bench to increase the Morale of their teammates who have also returned to the bench. The penalty for low Morale is expressed as a % loss to all your attributes relative to how tired you are. If your Morale is at 50%, then you may be losing 5-10% of your attributes until you recover some of your Morale. This is an arbitrary example to show how the system works. The numbers are not accurate. Bort has never revealed what the specific ratio of Morale loss to attribute loss is; he has indicated, however, that the % lost from low Morale is much less than the % lost from low Stamina. Thus Confidence can be seen as an investment of sorts: the more Confidence a player has, the slower he loses Morale, and thus the more often he can play at his maximum potential.

Football Skills

Blocking: This attribute adds a small bonus to the DB’s ability to fight around a block while pass rushing. The more blocking a DB has, the larger the bonus to either breaking a block or avoiding one altogether. The specific impact of Blocking on breaking blocks has never been fully explained, but it is believed to be slight.
Tackling: This indicates how well the DB tackles the ball carrier. Power RBs will require Strength and Tackling to bring down, elusive RBs will require Agility and Tackling. Some DBs choose to enhance their ability to tackle by adding a Veteran Ability or a combination of them that enhance tackling in some way (usually either to cause more fumbles or to decrease the number of broken tackles). The amount of Tackling a DB needs will depend on how he is used within his team’s defense. Safeties, especially run-stuffing ones, will need more Tackling than man-to-man CBs. More Tackling increases both the chance of making a tackle as well as the radius within which a tackle can be attempted.
Throwing: No significant use for a DB.
Catching: This indicates how well the DB can catch interceptions. In pass coverage, once the DB passes a Vision check and makes a break on a pass that is in the air (see the entry for Vision), and provided that his Speed and Agility have given him the ability to get in a good enough position to make a play on the pass, the DB then undergoes a series of interception and deflection checks based on his Jumping and Catching (the quality of his position is also considered along with other Special Abilities and Veteran Abilities). Interspersed with these checks, the intended receiver is undergoing similar checks to determine whether he can catch the ball. These are similarly based upon that receiver’s Jumping and Catching (the quality of his position is also considered along with other Special Abilities and Veteran Abilities). Higher Catching gives the DB a better chance to catch the ball. Some believe that the best way to get INTs is with high Catching and lower Jumping. However this has never been demonstrated.
Carrying: Carrying determines how well the DB secures the ball when being tackled and how well he can break tackles. This is only important for DBs who also return kicks and punts. For Pro level returners, at least 48 Carrying is recommended.
Kicking: No significant use for a DB.
Punting: No significant use for a DB.

CB Special Abilities

Shutdown Corner Abilities

Swat Ball: This ability increase the CB’s chance of deflecting passes in pass coverage by increasing the deflect pass roll that occurs once a CB passes his Vision check and “sees” a pass in the air, gets into position, and makes a play on the ball. Adding more of this ability increases the bonus to the pass deflection roll. Sticky Hands: This ability increase the CB’s chance of making an interception (catch) in pass coverage by increasing the intercept/deflect pass roll that occurs once a CB passes his Vision check and “sees” a pass in the air, gets into position, and makes a play on the ball. Adding more of this ability increases the bonus to the intercept/pass deflection roll.
Super Vision: This ability is widely considered the most valuable Special Ability for a CB. It is not a flat bonus to vision. It only applies in specific situations, and gives a bigger bonus than a couple points of vision ever would. It is also sometimes used as an "insurance policy" for when you fail your vision check. With Super Vision, you sometimes get second chance to succeed, with a reroll based on how much Super Vision you have. Adding more of this ability increases the success rate or your reroll each time this ability activates. This ability only activates on defense, NOT special teams or offense.
Smooth Operator: This ability was recently revamped and it now applies a Vision penalty to the WR this CB is covering (presumably in man coverage). Vision allows a WR to “see” passes sooner and to catch them in stride more easily, so this ability has the potential to disrupt the flow of an offense’s passing game. Adding more of this ability increases the Vision penalty to the WR this CB is covering. It is uncertain whether this ability activates periodically or whether it is active all the time.
Shutdown Coverage: This ability gives the CB a bonus to Speed, Agility, and to the pass deflection roll when the he is playing man coverage against a WR (see the entries on Speed, Agility, and Jumping). Most CBs are asked to play man coverage at some point so this ability can prove invaluable, though it is expensive to add. Adding more of this ability increases the amount of the bonus to Speed, Agility, and the pass deflection roll.

Speedster Abilities

First Step: This ability allows the CB to accelerate quickly from a dead stop. Acceleration is normally dependent upon Agility and Speed; this Special Ability boosts the effects of the Speed and Agility you already have when you are accelerating both from a dead stop (i.e. before the ball is snapped) and when you re-accelerate after a direction change. This ability also boosts your maximum speed for a short time on top of the increase in acceleration. First Step is a common Special Ability among WRs so a measure of it is needed by CBs to help them avoid getting beat deep by such speedy WRs. Adding more of this ability increases both the chance that it will activate and the boost to Speed and acceleration that results when it does activate.
Change Direction: This ability allows the CB to change direction with a minimal loss of speed. Normally this is a function of Agility. The more Agility you have, the less speed you lose when you change direction. This ability decreases the amount of Speed lost even more than you would normally lose changing direction based solely upon your Agility. It also allows you to make tighter turns (i.e. it decreases your turning radius). Adding more of this ability decreases both the Speed lost when turning as well as the turning radius needed to turn.
Return Specialist: This ability gives the CB a bonus to Speed, Agility, and to tackle avoidance when he is playing KR or PR. The mechanics of the increased tackle avoidance are not well understood. Adding more of this ability increases the bonus to Speed, Agility, and to tackle avoidance.
Blitz: This ability gives the CB a bonus to Speed and Agility when the he is blitzing the QB. This ability is only active on passing plays when the CB is assigned to blitz the QB at the start of the play (could be a fall-back option in the Defensive Play Creator since the decision in the simulation to attempt to switch a player’s assignment to his fall-back option happens prior to the snap). Adding more of this ability increases the bonus to Speed and Agility.
Closing Speed: This ability gives the CB a bonus to Speed and acceleration when the ball carrier is far away from him. The mechanics of this ability are not well understood. It may be that the bonus scales such that the further away the CB is, the greater the bonus to speed and acceleration or it may be a simple flat bonus to Speed and acceleration. In any case, there is a cutoff distance of 5 yards, inside of which the ability will not activate. This ability is most likely only active on running plays (i.e. it won’t help a CB intercept passes). Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the bonus to Speed and acceleration, and likely increases the chance of this ability activating as well.

SS Special Abilities

Coverage Abilities

Change Direction: This ability allows the SS to change direction with a minimal loss of speed. Normally this is a function of Agility. The more Agility you have, the less speed you lose when you change direction. This ability decreases the amount of Speed lost even more than you would normally lose changing direction based solely upon your Agility. It also allows you to make tighter turns (i.e. it decreases your turning radius). Adding more of this ability decreases both the Speed lost when turning as well as the turning radius needed to turn.
Super Vision: This ability is widely considered the most valuable Special Ability for a SS who plays a lot of pass coverage. It is not a flat bonus to vision. It only applies in specific situations, and gives a bigger bonus than a couple points of vision ever would. It is also sometimes used as an "insurance policy" for when you fail your vision check. With Super Vision, you sometimes get second chance to succeed, with a reroll based on how much Super Vision you have. Adding more of this ability increases the success rate or your reroll each time this ability activates. This ability only activates on defense, NOT special teams or offense.
Swat Ball: This ability increase the SS’s chance of deflecting passes in pass coverage by increasing the deflect pass roll that occurs once a SS passes his Vision check and “sees” a pass in the air, gets into position, and makes a play on the ball. Adding more of this ability increases the bonus to the pass deflection roll.
Sticky Hands: This ability increase the SS’s chance of making an interception (catch) in pass coverage by increasing the intercept/deflect pass roll that occurs once a SS passes his Vision check and “sees” a pass in the air, gets into position, and makes a play on the ball. Adding more of this ability increases the bonus to the intercept/pass deflection roll.
Closing Speed: This ability gives the SS a bonus to Speed and acceleration when the ball carrier is far away from him. The mechanics of this ability are not well understood. It may be that the bonus scales such that the further away the SS is, the greater the bonus to speed and acceleration or it may be a simple flat bonus to Speed and acceleration. In any case, there is a cutoff distance of 5 yards, inside of which the ability will not activate. This ability is most likely only active on running plays (i.e. it won’t help a SS intercept passes). Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the bonus to Speed and acceleration, and likely increases the chance of this ability activating as well.

Hard Hitter Abilities

Wrap Up Tackle: This ability increases the SS’s tackling roll each time he attempts to make a tackle. It likely does not increase the radius within which a tackle may be attempted (see the entry on Tackling); it merely increases the make tackle roll that follows. It is uncertain whether this ability also increases the SS’s chance of forcing a fumble, but probably not. This ability does not increase the success rate of Diving Tackles. Adding more of this ability increases the bonus to the make tackle roll on non-diving tackles. This ability is likely always a part of the make tackle roll.
Diving Tackle: This ability allows the SS to attempt a diving tackle, which is a tackle from a distance. Jumping naturally increases the range from which you can attempt a tackle (Tackling does as well). Thus with a lot of Jumping it is possible to make a Diving Tackle even without any points in this Special Ability; however, this ability increases the chance that a Diving Tackle attempt will be successful. If a SS attempts to make a Diving Tackle and fails, he will lie on the ground for a very long time and eliminate himself from the play unless he has the Veteran Ability Never Give Up. The Diving Tackle Special Ability can be very important for SSs in run support as it allows them to make tackles from great distances, and Diving Tackles are often difficult to break or avoid. Adding more of this ability probably increases the chance that it will activate as well as the chance that the attempt will be successful.
Growl: This is the same ability as Snarl. This ability allows the SS to reduce the ball carrier’s Morale each time he tackles him. Reduced Morale forces the ball carrier to play with reduced abilities and his performance should decrease the more he is tackled by a player with the Snarl Special Ability. This ability is only active on running plays. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases both the chance that it will activate and the Morale reduction the ball carrier experiences when it does activate.
Big Hit: This ability, like Growl, also allows the SS to reduce the ball carrier’s Morale each time he tackles him. This ability works a little better than Growl at reducing Morale and also carries with it the chance of forcing a fumble. The chance of forcing a fumble is increased with higher Strength and also by setting the SS’s tackling style in his individual tactics to balanced or power. This ability is only active on running plays. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the chance of it activating, as well as increasing the Morale lost and the chance to force a fumble when it does activate.
Monster Hit: This ability increases the chance that the ball carrier will fumble when a SS tackles him on a rushing play. This ability also allows the SS to reduce the ball carrier’s Morale each time he tackles him. The chance of forcing a fumble is increased with higher Strength and also by setting the SS’s tackling style in his individual tactics to balanced or power. This ability does not activate when sacking the QB. This ability is only active on running plays. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the chance of it activating, as well as increasing the Morale lost and the chance to force a fumble when it does activate.

FS Special Abilities

Coverage Abilities

First Step: This ability allows the FS to accelerate quickly from a dead stop. Acceleration is normally dependent upon Agility and Speed; this Special Ability boosts the effects of the Speed and Agility you already have when you are accelerating both from a dead stop (i.e. before the ball is snapped) and when you re-accelerate after a direction change. This ability also boosts your maximum speed for a short time on top of the increase in acceleration. First Step is a common Special Ability among WRs so a measure of it is needed by FSs who play man coverage to help them avoid getting beat deep by such speedy WRs. Mostly, however, this ability helps a FS in zone coverage accelerate quickly in order to either close on a receiver attempting to catch a pass or to make a tackle on a ball carrier. Adding more of this ability increases both the chance that it will activate and the boost to Speed and acceleration that results when it does activate.
Change Direction: This ability allows the FS to change direction with a minimal loss of speed. Normally this is a function of Agility. The more Agility you have, the less speed you lose when you change direction. This ability decreases the amount of Speed lost even more than you would normally lose changing direction based solely upon your Agility. It also allows you to make tighter turns (i.e. it decreases your turning radius). Adding more of this ability decreases both the Speed lost when turning as well as the turning radius needed to turn.
Swat Ball: This ability increase the FS’s chance of deflecting passes in pass coverage by increasing the deflect pass roll that occurs once a FS passes his Vision check and “sees” a pass in the air, gets into position, and makes a play on the ball. Adding more of this ability increases the bonus to the pass deflection roll.
Super Vision: This ability is widely considered the most valuable Special Ability for a FS who plays a lot of pass coverage. It is not a flat bonus to vision. It only applies in specific situations, and gives a bigger bonus than a couple points of vision ever would. It is also sometimes used as an "insurance policy" for when you fail your vision check. With Super Vision, you sometimes get second chance to succeed, with a reroll based on how much Super Vision you have. Adding more of this ability increases the success rate or your reroll each time this ability activates. This ability only activates on defense, NOT special teams or offense.
Shutdown Coverage: This ability gives the FS a bonus to Speed, Agility, and to the pass deflection roll when the he is playing man coverage against a WR (see the entries on Speed, Agility, and Jumping). FSs are seldom asked to play man coverage so this ability is not as useful for a FS as it is for a CB, especially because it is expensive to add. Adding more of this ability increases the amount of the bonus to Speed, Agility, and the pass deflection roll.

Hard Hitter Abilities

Wrap Up Tackle: This ability increases the FS’s tackling roll each time he attempts to make a tackle. It likely does not increase the radius within which a tackle may be attempted (see the entry on Tackling); it merely increases the make tackle roll that follows. It is uncertain whether this ability also increases the FS’s chance of forcing a fumble, but probably not. This ability does not increase the success rate of Diving Tackles. Adding more of this ability increases the bonus to the make tackle roll on non-diving tackles. This ability is likely always a part of the make tackle roll.
Diving Tackle: This ability allows the FS to attempt a diving tackle, which is a tackle from a distance. Jumping naturally increases the range from which you can attempt a tackle (Tackling does as well). Thus with a lot of Jumping it is possible to make a Diving Tackle even without any points in this Special Ability; however, this ability increases the chance that a Diving Tackle attempt will be successful. If a FS attempts to make a Diving Tackle and fails, he will lie on the ground for a very long time and eliminate himself from the play unless he has the Veteran Ability Never Give Up. The Diving Tackle Special Ability can be very important for FSs in run support as it allows them to make tackles from great distances, and Diving Tackles are often difficult to break or avoid. Adding more of this ability probably increases the chance that it will activate as well as the chance that the attempt will be successful.
Growl: This is the same ability as Snarl. This ability allows the FS to reduce the ball carrier’s Morale each time he tackles him. Reduced Morale forces the ball carrier to play with reduced abilities and his performance should decrease the more he is tackled by a player with the Snarl Special Ability. This ability is only active on running plays. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases both the chance that it will activate and the Morale reduction the ball carrier experiences when it does activate.
Big Hit: This ability, like Growl, also allows the FS to reduce the ball carrier’s Morale each time he tackles him. This ability works a little better than Growl at reducing Morale and also carries with it the chance of forcing a fumble. The chance of forcing a fumble is increased with higher Strength and also by setting the FS’s tackling style in his individual tactics to balanced or power. This ability is only active on running plays. Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the chance of it activating, as well as increasing the Morale lost and the chance to force a fumble when it does activate.
Closing Speed: This ability gives the FS a bonus to Speed and acceleration when the ball carrier is far away from him. The mechanics of this ability are not well understood. It may be that the bonus scales such that the further away the FS is, the greater the bonus to speed and acceleration or it may be a simple flat bonus to Speed and acceleration. In any case, there is a cutoff distance of 5 yards, inside of which the ability will not activate. This ability is most likely only active on running plays (i.e. it won’t help a FS intercept passes). Once a pass is received, it is considered a run play and this ability will be able to activate at that point. Adding more of this ability increases the bonus to Speed and acceleration, and likely increases the chance of this ability activating as well.
Edited by tpaterniti on Sep 9, 2009 22:11:34
Edited by tpaterniti on Sep 8, 2009 21:20:14
Edited by tpaterniti on Sep 6, 2009 13:57:46
Edited by tpaterniti on Sep 5, 2009 21:51:22
 
tpaterniti
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♦ ♦ ♦ Example Builds - Defense ♦ ♦ ♦

NT/DT

Player Link: http://goallineblitz.com/game/player.pl?player_id=26355
Level: 70
Role: NT - stuff the run and rush the passer

Player Link: http://goallineblitz.com/game/player.pl?player_id=235603
Level: 67
Role: NT - stuff the run and rush the passer

Player Link: http://goallineblitz.com/game/player.pl?player_id=26849
Level: 68
Role: DT - rush the passer

Player Link: http://goallineblitz.com/game/player.pl?player_id=32104
Level: 67
Role: DT - rush the passer

DE

Player Link: http://goallineblitz.com/game/player.pl?player_id=185710
Level: 66
Role: N/A

Player Link: http://goallineblitz.com/game/player.pl?player_id=32070
Level: 68
Role: RDE - rush the passer

Player Link: http://goallineblitz.com/game/player.pl?player_id=303693
Level: 64
Role: LDE - be a balanced pass rusher

LB

Player Link: http://goallineblitz.com/game/player.pl?player_id=27087
Level: 68
Role: ROLB - rush the passer, shut down elusive HBs, cover the pass

Player Link: http://goallineblitz.com/game/player.pl?player_id=32103
Level: 68
Role: MLB - stuf the run, cover the HB on pass routes, blitz a little, and cover th middle of the field in pass coverage.
Edited by tpaterniti on Sep 6, 2009 13:03:13
Edited by tpaterniti on Sep 5, 2009 23:14:28
Edited by tpaterniti on Sep 5, 2009 23:13:53
 
tpaterniti
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♦ ♦ ♦ Example Builds - Defense ♦ ♦ ♦

CB

Player Link: http://goallineblitz.com/game/player.pl?player_id=71979
Level: 68
Role: Shutdown CB

Player Link: http://goallineblitz.com/game/player.pl?player_id=33072
Level: 71
Role: Shutdown CB

Player Link: http://goallineblitz.com/game/player.pl?player_id=42174
Level: 71
Role: Shutdown CB (was a zone CB for a while)

Player Link: http://goallineblitz.com/game/player.pl?player_id=569090
Level: 65
Role: Shutdown CB

SS

Player Link: http://goallineblitz.com/game/player.pl?player_id=26755
Level: 72
Role: Balanced SS/ leaning slightly towards coverage

FS

Player Link: http://goallineblitz.com/game/player.pl?player_id=30112
Level: 53
Role: Coverage FS - work in progress at the time the owner left the game

Player Link: http://goallineblitz.com/game/player.pl?player_id=497030
Level: 68
Role: Coverage

KR/PR

Player Link: http://goallineblitz.com/game/player.pl?player_id=1053812
Level: 49
Role: KR/PR - work in progress

Special Teamer

Player Link: http://goallineblitz.com/game/player.pl?player_id=1093036
Level: 42
Role: Pure special teamer - work in progress
Edited by tpaterniti on Jan 20, 2010 18:52:01
Edited by tpaterniti on Oct 31, 2009 10:21:08
Edited by tpaterniti on Oct 31, 2009 10:10:58
Edited by tpaterniti on Oct 31, 2009 10:10:38
Edited by tpaterniti on Sep 5, 2009 21:52:31
 
tpaterniti
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Stobie stole my thunder a little but I have been working on this for a while and just finished the defense half of it tonight.
 
Gart888
things!
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Originally posted by anonymous
tpat and his walls of text
holyshit


 
phreek
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im confused
 
Deathblade
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Tpat...srsly, the posts are so long that if I click the quote button, firefox crashes.
 
49ers4Life52
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Originally posted by Deathblade
Tpat...srsly, the posts are so long that if I click the quote button, firefox crashes.


Holy crap you weren't kidding.
 
Gart888
things!
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Originally posted by 49ers4life52
Holy crap you weren't kidding.


lol, no he wasn't.
 
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