0.4.3 has been out for a while now, and people are noticing the changes in game play as a result of it. The version as a whole is not stable, and we're not going to get into the reasons why here. 0.4.4 is in development and will clean up a lot of the problems that cause it to not be stable. So that's good.
What I do want to discuss here is how game has changed some positions and positional game play. Some of these changes were definitely better, some were definitely unexpected.
QuarterbacksRemember in the 0.4.2 days when the most important QB attribute was Accuracy. The reason why was because you could iso your receivers based on the distance of the play call and the players running the routes.
In 0.4.3, Accuracy is the third most important skill for QBs. Read that again. The
third most important skill for QBs.
The reason why is how the QB logic works now:
1) QBs scan the field for open WRs. This scanning places more weight for WRs based on the route distance and play distance, but all WRs are possible targets.
2) The QB determines who to throw to using the Intelligence attribute. There is still some goofiness with with this, but it still makes Intelligence the
most important attribute.
3) Field of Vision determines which WRs the QB can see. There is some confusion and some still think that Field of Vision is what determines who the QB will throw to, but it is not. FOV determines the max peripheral vision angle that the QB can see. 100 FOV = 170 degrees of vision. This makes FOV the
second most important attribute.
Other important attributes are Passing Release, which determines the time to throw, and Arm, which determines velocity more than it does distance. I'm not completely convinced that Accuracy is more important than Release. I keep going back and forth.
My test QB weights are currently this:
Intelligence - 100
FOV - 66 (2/3 of Intelligence)
Accuracy - 44 (2/3 of FOV)
Arm - 33 (1/3 of Intelligence)
Release - 16 (~1/6 of Intelligence) <-- This one feels low, but I'm leaving it for now. I think it should probably be weighted the same as Accuracy, but I haven't done enough testing.
Speed is EVEN MORE Important for DBsThis was an unexpected change for 0.4.3, so let's discuss a few of the things that 0.4.3 changed. DBs with high B&R can slow down WRs they are covering down the field, which was supposed to help balance out Speed vs Speed rolls in the game. WRs now stutter to break open routes, which was supposed to make that skill more valuable.
Neither of these things work as expected. (Shocking!)
B&R vs SPUsing B&R to slow down WRs down the field breaks down when the DB fails a B&R vs B&R Avoid roll against a WR. At that point, the WR gets behind the DB and "coverage" becomes a game of SP vs SP.
Low B&R DBs are less likely to using B&R at the LOS, which means that you are better off having a DB with a lot of SP and bad B&R since they won't get burned off the line and failing a B&R roll won't matter.
M2M vs SPStutter is where SP becomes even more important to DBs. Stutter allows WRs to use their Route Running skills to break open their route. This roll is M2M vs Route Running. If the DB loses the roll, then "coverage" becomes a game of SP vs SP.
This means you're better off having the fastest DB you can. Even if the DB loses all of the M2M vs Route rolls, it won't matter because their SP will allow them to stay close to WRs. They may give up a lot of catches, depending on their other skills, but they also won't allow a lot of big plays.
Here's an example of a 95 SP, 40 M2M player playing above his skill level:
https://mfn8.myfootballnow.com/player/8609My test CB weights are currently this:
SP - 100
M2M, B&R Coverage, Intelligence - 33
AC - 16
Punish Receiver - 8
Last edited at 10/15/2018 1:42 pm