Raston wrote:BUS36 wrote:What I think is that on QBs.. 80% of the QBs are "BALANCED"..even guys like Roethlisberger & Wilson who are listed as "SCRAMBLING" are more "BALANCED"....RBs that have a high Acceleration and Break Tackles are the ones who run inside better than outside. But if called on a tosses and sweeps once they get to the outside they accelerate and are hard to tackle.
The deciding factors for determining Scrambling, Balanced, etc., are probably hard coded. It would be great if we could edit those features and others like INT's where the LB's, FS's, and SS's have unreasonably high season totals and the CB's have low totals. Then you have the teams loading up on QB's and Kickers unreasonably too. Then there is the OL being rewarded for knockdowns over sacks.
Jose, your speed calculation where you came up with an 84 for a 4.51 time was pretty close to the 2011 or so Madden rating method. Currently that time comes to an 89 SPD but back then it was 86. The ratings for SPD, ACC, etc., have gotten higher over the years it appears. I do believe that increasing the speed for offensive linemen as it is today should remain since it helps in end runs. I also give my linemen a few more points AWE than what EA gives.
I have been looking around for what determines Player Type (Scrambler vs. Balanced vs. Pocket Passer QBs), as well as Player Weapons. I have looked in pretty much every .dat file and found nothing, so I guess that must be stored in the .exe file. Same with the Sim Engine values, and Off Season logic. IIRC there is a way to reward O-Lineman more for sack prevention rather than knockdowns, using MaddenAMP to alter the StreamedData.db file so that sacks are more valuable. Thing is, I think we still don't know what each value means when it comes to proggression.
As for the Speed time, that is with an Acceleration value of 99. I would have to do some more calculations to know what to do with 90 or lower Acceleration ratings.