Postby jose21crisis » Wed Nov 29, 2017 1:11 pm
Now, I'm pretty sure the sliders control the players stats through the situation (which I think is based on the animation set used by the player), and very few actually control the animations used by the players. I think it goes like this:
QB Accuracy: Alters Throw Accuracy obviously, but it also alters Throw Power, Speed and Acceleration of any player that is using the "Passing animations", AKA QBs, HBs in HB Pass plays and WRs in WR Pass plays. Interestingly enough, increasing this sliders makes some QBs overthrow their targets. Using 4 Pass Lead and Ben Roethlisberger (Cannon Arm QB AKA +90 Throw Power) I've seen him overthrow a few targets, same with a few QBs controlled by the CPU.
Pass Blocking: Alters the Pass Blocking stat and possibly the Strenght stat when the player is using the "Pass Block" animation. Alters the O-Line, TEs and RBs that are pass blocking naturally.
WR Catching: Alters Catching, probably Jumping and possibly Carrying stats while the player is using the "Catching animations", as well as right after the catch. I've noticed that this affects DBs as well, but only if the ball swatted by a defender. I've seen defenders swatting down a pass, just for another one to just pick it up.
RB Ability: Alters Agility, Speed, Acceleration, Strenght (Probably), Break Tackles and Carrying. I'm pretty sure this only affects WRs and RBs, as well as anyone that has the ball, including defenders. This one alters how easy is for the ball carrier to trigger a highlight broken tackle, how likely a fumble is to occur when those happen, and how likely is the ball carrier capable of trggering a "Cover the ball" broken tackle.
Run Blocking: Alters Run Blocking and possibly Strenght whent he player is using the "Run Block" animations. I like to think that there are 2 sets of animations the players use, 1 for Run Block and the other for Pass Block.
Awareness: Alters the defender's Awareness stat, with all that implies. Lower, it is easier to fake out defenders with a juke or spin, defenders take a while to respond to a cut by a WR and so on.
Knockdowns: I think this one affects the likehood of the defender going for the swat instead of the pick.
Interceptions: Alters the defender's Catching stat and the AI's chances of going for the pick instead of swatting dow the ball.
Break Blocks: Pretty sure it alters Strength for any defender that engages on a block, be it pass or run. This alters how easy it is for the defender to break the block, be it by going around the blocker or through him.
Tackling. Alters the Tackling stat. Alters how easy if for the defender to tackle the ball carrier, along with RB Ability.
FG Length: It alters the Kicking Power stat during FGs. I think the CPU uses the highest Kicking Power stat in the team to determine A) How aggressvely they should be when it comes to protecting the endzone and B) The likehood of the offense to go for a longer field goal, which the kicker can do.
FG Accuracy: Alters the Kicking Accuracy stat during FGs. Don't think this affects the CPU playcalling. It does alter the difficulty of the Kick Meter for Keyboard users, as well as the CPU's chances of missing the FG.
Puny Length: It alters the Kicking Power stat during Punts. Just alters the length of the punts.
Punt Accuracy: Alters the Kicking Accuracy stat during Punts. This maybe increases the Insider the 20 punts, as well as Coffin Corner punts.
Semper fi
If you fail to plan, you plan to fail. Always have a plan. And a backup plan. And backups to the backup.
And be able to improvise.