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Is there a collection of attribute boost scenarios?


Eric

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I have heard you guys talk about certain scenarios where attribute boosts are "awarded."  I do not understand if these are by design or error/glitch, but they do exist.  I just played a season in which I used exclusively low-leveled created players with the New Orleans Saints.  WOW were some of these attribute boosts clear to me now.


 


I can't recall if this is in their original playbook, but I used a running play extensively where RB1 runs straight up the middle (it was in the Saints' Playbook 2).  I believe the exact play is 1 Back FB OffC.  (Thanks for the diagrams deadfaulkner!)  Every time I used any other running play it was obvious that my RB1 was slower than that one "magic" play.  I also tried running other plays, including plays up the middle, with RB2 when they had similar or even superior attributes, but they were always slower than RB1 on that magic play.  Now that I understand that this is real, I have a couple of questions.  Does it still work in MAN vs MAN?  Does COM also receive this attribute boost on this play when they call it?


 


The other one I experienced was in kick returning.  I actually forgot to assign someone to these duties when I started my season, but I instantly noticed that the returner that they assigned to me had a boost to his max speed, but not his other speed attributes.  This was obvious because I knew this guy's max speed was either 25 or 31 and he was easily outpacing that.  As soon as I replaced him, all future returners did not have that kick once they hit their max speed.


 


What are some other examples whether for MAN or COM?


 


It's obvious to me that when COM calls a QB sneak that the QB gets some sort of boost.  Also, it seems like they get the boost even when it's not a called play - they just escape the pocket and take off with it.


 


Is it T X Catch&Go where RB1 gets attribute boosts as a receiver?


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I think any attribute "boosts" are speculative.  I get what you're saying, and it seems absolutely obvious that, for example, the CPU quarterbacks move at a clip that FAR outpaces their attributes, but I like to deal in the quantifiable, and I just don't have anything to offer in that department.


 


I love the play you're talking about, and it's pretty much a staple of every playbook in the TLL - it's really the only run worth a crap in the bottom slot, besides.  In human games, I can't attest to the RB seeming faster on that play, but the nice thing about it is that it gives you three distinct options: you can take it up the middle, as it's drawn, or you can bust it outside in either direction.  It creates a real headache for anything other than a goalline defense.


 


We have heard from canes and drunken that they have never found any "hidden" attributes, though, so I'm not sure how to explain what you're observing.


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I believe the com gets boosts during the play coding. There are C6 (scramble read qbs only) C7 (com/coa) C8 (mojo) coding installed in all play coding. These get read everytime. Some have random chances but i believe this is what could be causing some of these things.

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Eric is right about that one play. It's not the bottom slot, it's the left slot and in the NFTGL we lovingly refer to it as the "Broken Run" because guys play better using that run. There are other good runs, especially against different defensive schemes, but that one run play, above all others, is "broken".


 


I do not know of any other plays in the game that give a boost like that one play though.


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