Effects of Player Subs on Player Ratings.

Sliders, settings and other adjustments to make the game more realistic.
jose21crisis
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Effects of Player Subs on Player Ratings.

Postby jose21crisis » Sat Mar 17, 2018 9:30 pm

I'm still searching where is the table that contains what triggers each player role and weapon in the game. During the search I found a table that shows what happens with player's Ratings when you put them in a position they aren't usually supposed to be. Here's everything I found.

QB
  • 1. QB: Nothing
  • 2. WR: 80% Awareness.
  • 3. P: 5% Everything.
  • 4. HB: 80% Awareness.
So what this means? It means that, when automatically ordering the Depth Chart, this is the order the game will give to the players. I the case of QBs, it will put every QB on the team, followed by every WR, all punters and all HBs to fill the Depth Chart. Now, the important part. If you put a WR at the QB position due to substitution, that WR will only have 80% of his usual Awareness. If his AWR rating is 80, when he is at QB, his AWR will be 64. Punters are different in that they get only get 5% of their skill. You don't want your punter to step in as QB. Finally, you have HBs, which suffer the same penalty as WRs. Basically, unless you have to, or that player has 99 AWR, don't put him at QB, This doesn't apply to the Wildcat, as the game expects the HB to get snap and pass/hand off the ball. The same happens with Fake Punt plays, the Punter will use his standard ratings. It is if you put your WR/HB/P under center or on the gun that this applies. I'll do shorter reviews for the next, as I wanted to explain everything.

HB
  • 1. HB: Nothing
  • 2. FB: 90% Awareness
  • 3. WR: 75% Awareness
You can put your FB in to serve as a power back, no problem. Don't use WRs at HB unless you are user controlling him.

FB
  • 1.FB: Nothing
  • 2.TE: 85% Awareness, 80% Run Block, 80% Pass Block.
  • 3. HB: 90% Pass Block, 90% Run Block, 65% Breaking Tackles.
This is interesting. If you use the "Jumbo Backfield" sub package in most I formation sets, you will have FB#1 at the position your HB should be. He is not penalized for being at HB, because as far as the game goes that's his starting position. However, FB#2 is different. If you have only 1 FB, FB#2 is going to be a Tight End, probably TE#3. He will get penalized. If you intend to use that Sub Package, you NEED to either convert that TE to FB, or get a real FB.

WR
  • 1.WR: Nothing.
  • 2.TE: 90% Awareness.
  • 3. HB: 80% Awareness.
  • 4. CB: Nothing.
Funny that you can put a corner at receiver and he doesn't get penalized ... takes note ... Anyway, putting a TE at receiver makes them slighty less likely to react to a pass. Putting a HB at receiver will mean the same. This means that running Option Routes with them can be difficult as they might run right into coverage. And they might not adjust to the pass as effectively or catch as effectively. It should be noted that this doesn't matter if you use the Sub Packages "HB Slot", "HB Wideout", "TE Slot", "TE Wideout" or "Normal". As far as the game is concerned, those are their actual starting positions.

TE
  • 1. TE: Nothing.
  • 2. FB: 85% Awareness, 85% Catching.
  • 3. LT: 90% Awareness.
  • 4. RT: 90% Awareness.
You can put a FB as TE. This is mostly your choice. Do you want a guy that can protect you in the pocket and trail a path for your HB? Keep him at FB and put him in the Depth Chart as FB and TE. Want a guy that is a great receiving threat? Keep him at TE and use him as both TE and FB. Also, you can put OTs at TE. They block effecrively, but they might not pickup the blitz as quick. So, if you got an utility OT, put him at TE to block and maybe catch a pass or 2. Sadly, you can't put a defensive End, so no J.J. Watt catching passes ... yet.

LT
  • 1. LT: Nothing.
  • 2. LG: 85% Awareness, 85% Pass Block, 85% Run Block.
  • 3. RG: 80% Awareness, 80% Pass Block, 80% Run Block.
  • 4. RT: 90% Awareness, 90% Pass Block, 80% Run Block.
Simple here. Make sure that if your LT gets injured you put either a backup LT, a backup RT or a backup LG. The last resort should be a backup RG.

LG
  • 1. LG: Nothing.
  • 2. LT, C and RT: 80% Awareness, 80% Pass Block, 80% Run Block.
  • 3. RG: 90% Awareness, 90% Pass Block, 90% Run Block.
Simple here as well. Backup LG, backup RG, followed by your other guys.

C
  • 1. C: Nothing.
  • 2. LG and RG: 80% Awareness, 80% Pass Block, 80% Run Block.
Backup Center, and Backup Guards.

RG
  • 1. RG: Nothing.
  • 2. LT and RT: 80% Awareness, 80% Pass Block, 80% Run Block.
  • 3. C: 85% Awareness, 85% Pass Block, 85% Run Block.
  • 4. LG: 90% Awareness, 90% Pass Block, 90% Run Block.
The same a Left Guard, but with a Right Guard. Add the fact that a Backup Center will be more reliable than Tackle.

RT
  • 1. RT: Nothing.
  • 2. RG: 85% Awareness, 85% Pass Block, 85% Run Block.
  • 3. LG: 80% Awareness, 80% Pass Block, 80% Run Block.
  • 4. LT: 90% Awareness, 90% Pass Block, 80% Run Block.
Everything Right side, then Left Tackle, then Left Guard.

LE
  • 1. LE: Nothing.
  • 2. RE: 85% Awareness.
  • 3. DT: 80% Awareness.
  • 4. LOLB and ROLB: 90% Awareness, 25% Tackling.
Wow. Ok, serious now. Right Ends and Defensive Tackles at Left End get a decent AWR reduction. OLBs don't get that big reduction, just a smaller one. However, they get a massive hit at their Tackling. They will be unable to stuff the run. They might be less capable of shedding blocks too.

RE
  • 1. RE: Nothing.
  • 2. LE: 85% Awareness.
  • 3. DT: 80% Awareness.
  • 4. LOLB and ROLB: 90% Awareness, 25% Tackling.
Same as Left End, but with Right Ends.

DT
  • 1. DT: Nothing.
  • 2. LE and RE: 80% Awareness, 80% Tackling.
This is a bit annoying for 3-4 teams and teams that run 3 or 4 DE packages for pass rushing. Placing a Defensive End a Defensive Tackle will mae them take a hit in AWR (Slower to react to the run or rollout or whatever the offense is doing) and TAK (Less effective at tackling, maybe shedding blocks and stuffing the run). 3-4 teams that run the 2-4-5 Nickel by default have 2 Defensive Tackles lined up, which is not realistic as 3-4 teams leave their Defensive Ends in and remove the Tackles. With this penalty, they are not as effective and pass rushing/run stopping. This is very annoying, specially since 3-4 DTs and 3-4 DEs are technically the same. Interior Defensive Linemen. This is the same for teams with Pass Rushing packages with multiple DEs. The interior linemen won't be as good at pass rushing.

LOLB
  • 1. LOLB: Nothing.
  • 2. LE and RE: 90% Awareness.
  • 3. MLB and ROLB: 80% Awareness.
  • 4. SS: 75% Awareness, 50% Tackling.
First, don't put a Strong Safety at Outside Linebacker. They are not Linebackers (4-3)/Edge Rushers(3-4). Now, the fact that MLBs are affected the same as LOLB is interesting. Defensive Ends get a lower penalty than Linebackers for some reason.

MLB
  • 1. MLB: Nothing.
  • 2. LOLB and ROLB: 85% Awareness.
  • 3. SS: 80% Awareness, 85% Tackling.
OLBs get a penalty. Strong Safeties get a more serious penalty. Still don't put safeties at Linebacker. It should be noted, in the playbooks I did, they don't get these penalties because the players that start at certain positions (Strong Safety where MLB#2 should be in the default book), those are their actual positions. So the game doesn't say "This SS is where a MLB should be, he should get a penalty". The game says "This SS is at his normal position, no problem".

ROLB
  • 1. ROLB: Nothing.
  • 2. LE and RE: 90% Awareness.
  • 3. MLB and LOLB: 80% Awareness.
  • 4. SS: 75% Awareness, 50% Tackling.
Same as the LOLB, but with the Right side.

CB
  • 1. CB: Nothing.
  • 2. FS and SS: 80% Awareness.
Don't put Safeties at Corner. You can have Safeties covering receivers on Man Coverage, just make sure they are starting at that position.

FS
  • 1. FS: Nothing.
  • 2. SS: 85% Awareness.
  • 3. CB: 50% Awareness, 50% Tackling.
Definitely DON'T put Corners at Safety. Convert them first.

SS
  • 1. SS: Nothing.
  • 2. FS: 85% Awareness.
  • 3. CB: 50% Awareness, 50% Tackling.
Read above

K
  • 1. K: Nothing.
  • 2. P: 85% Everything.
  • 3. QB: Nothing.
This is funny. You can put a QB at Kicker and he won't lose any of his ratings. Put a Punter at Kicker and his ratings dive.

P
  • 1. P: Nothing.
  • 2. K: 75% Everything.
  • 3. QB: Nothing.
Read above, but with punters.

KR
  • 1. HB, FB, WR, TE, CB, FS and SS: Nothing.
Kick Returners don't get penalized.

PR
  • 1. HB, FB, WR, TE, CB, FS and SS: Nothing.
Neither do Punt Returners.

KOS
  • 1. K, P and QB: Nothing.
Again, you can put your QB at Kickoff Specialist and he won't take a hit to his ratings.

LS
  • 1. LT, LG, C, RG and RT: Nothing.
Meh, Long Snapper.

3DRB
  • 1. HB and FB: Nothing.
  • 2. WR: 80% Awareness.
Third Downs are the only scenario in which putting your Fullback at Running Back doesn't result in a penalty (Other than the "FB" Subpackage in most SingleBack Normal sets). WRs still get penalized.

It should be noted that Sub Packages overwrite these rating penalties. So, you can have a Safety playing Corner effectively if the playbook has an appropriate Sub Package for it. However, if your CB#4 in the depth chart is a Safety, he'll get penalized. Same if enough corners are tired enough so that backup safeties start popping in.

And now, I'll continue searching for that Player Roles' Triggers Table.

Effects of Player Subs on Player Ratings.

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Kriegsmarine
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Re: Effects of Player Subs on Player Ratings.

Postby Kriegsmarine » Wed Mar 21, 2018 5:14 pm

This is awesome. Great find. I like to shuffle my players around using formation subs and packages to emulate New England's hybrid defense, for instance putting a pass-rushing DE as OLB in a 3-4 set. I used to formation sub Patrick Chung (SS) as my MLB #2, but that obviously isn't a great idea.

jose21crisis
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Re: Effects of Player Subs on Player Ratings.

Postby jose21crisis » Wed Mar 21, 2018 5:25 pm

Kriegsmarine wrote:This is awesome. Great find. I like to shuffle my players around using formation subs and packages to emulate New England's hybrid defense, for instance putting a pass-rushing DE as OLB in a 3-4 set. I used to formation sub Patrick Chung (SS) as my MLB #2, but that obviously isn't a great idea.


Since you are using the default playbooks, what you can do is create Sub Packages for that. Go to the Menu, Profile, Custom Packages. There, you can create Sub Packages for any formation you have assigned in your Profile's playbooks. So, say you want to recreate the Pats' Big 3-3-5. You would have a profile with New England's playbooks set up. For defense, it can be either the Patriots playbook, the Jets playbook (Basically the same, but without the Nickel 3-3-5) or the Ravens playbook (Which has both 3-4 and 4-3, as well as a 46, and the Nickel 1-5-5). You can set up multiple sub packages for this. You could have "Big 3-3-5" for the 3-4 sets in which SS#1 (Patrick Chung) is where the MLB#2 is supposed to be. You can create more packages this way. The advantage of using this method over the "Formation Subs" menu is that players are not affected by any of those penalties above.

EDIT: Except ... that apparently it doesn't let you do some packages. Like SS at LB. Which is a problem. You can create pass rushing packages, like a 4 DE "NASCAR" Package like the Giants like to run, but not something like Bill Belichick did.

henshao
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Re: Effects of Player Subs on Player Ratings.

Postby henshao » Thu Apr 12, 2018 10:04 pm

Good stuff buddy


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