Adv. Equip. and Vet. Abilities (Coordination)

Djaughe

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I merged threads to cover everything for season 7.

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I can't get over how EEA (slow build team) beat us in the playoffs - especially those 6 interceptions.

So I did some research...I noticed their top 2 CB's had 36 picks between them this season. :eek: That should have been a red flag in our game planning - believe me it will be for here on out.

I then crossed reference their equipment with the spreadsheet link below and found one had a visor:

Superior Orange Visor+1 blockingIntercept chance +5%$41
After 2-3 upgrades that intercept translates into +10 to 15% intercept chance!

I'm thinking of not having the team boost +5 for next season to allow you as the player to start investing into AE.

For example My lvl 14 CB has this piece of Equipment...originally it was a +1 Speed and +2% catch ball - I spent 8 tokens to upgrade it to this now:


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Superior Orange Visor
+2 speed
Catch ball chance +4%
This is the closest summary I can find regarding Advance Equipment.

Borts Alert
*************************************************************************************
I've made a couple updates to advanced equipment to help make it a little more worthwhile. Updates are in the training FAQ, but the main change is:

- Upgrades cost 8 bonus tokens + cash instead of 10 BT's.
- Upgrades give you a +1 to any SA or % chance skill on the item, along with the +1 to an attribute.
- Selling back an upgraded advanced item gives all the Bonus Tokens used on it back.

I'm still trying to figure out some way to have the old equipment be able to be used to upgrade the new equipment or something so older players have the ability to transition to some of the new EQ easier, but everything come up with so far ends up having some sort of loophole that makes it too easy to have ridiculous gear or get too much cash or something. Will keep thinking on that part.
*************************************************************************************

Here is another post inwhich somebody is tracking the equipment generated:


morid said:
Hello all!

I am trying to get a complete list of available equipment.

I need your help!

To view the equipment I already have found please go here!

View it here:

http://spreadsheets.google.com/pub?key=p6xrd4nhktvMpZwH0Cn6jcQ

If you all want to add Equipment to my list please fill in this form:

http://spreadsheets.google.com/viewform?key=p6xrd4nhktvMpZwH0Cn6jcQ

I would really appreciate if you would take the time to do this.

Thanks in advance!

Morid
 
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Beaver

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I was experimenting with advanced EQ earlier in the season, but sold out to +5 boost. I think as we reach lvl 30+ AEQ should definitely be looked into.
 

Beaver

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I think we should come to a consensus on what AEQ is worth buying per position. It really is a roll of the dice.

For my DEs I will eye a piece with at least +3 agility/speed and some % modifier or SA.
 
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Djaughe

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I was experimenting with advanced EQ earlier in the season, but sold out to +5 boost. I think as we reach lvl 30+ AEQ should definitely be looked into.

I'm thinking the lower level players (below 32) should look also into shopping for the AE.

Definitely the slow build ones during their early careers.


Thoughts anybody?
 
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Djaughe

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I think we should come to a consensus on what AEQ is worth buying per position. It really is a roll of the dice.

For my DEs I will eye a piece with at least +3 agility/speed and some % modifier or SA.

I think maybe we should leave it as "personal choice" because their is so much out there.

For example I can totally see Jeff the Shark getting a piece of equipment to help him be a better rushing QB.

For my QB "Rock" - I may just keep going with the +5 stuff temp. boosting since he's really integrated into the offense.


I think the higher you are the better AEQ comes up, but I may be wrong on that.

Yer right...But looking at that google link it looks like the mid 20's start producing some interesting gear.

Keep in mind folks - that imo 90% of the equipment is crap. But if you can hit that 1 special peice it could really have an impact on your performance in 2 seasons.
 

nathan

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Advanced equipment is a crapshoot. Neito Riba and Flex Hammer haven't gotten anything good after 10+ shopping tokens.
 
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Djaughe

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Advanced equipment is a crapshoot. Neito Riba and Flex Hammer haven't gotten anything good after 10+ shopping tokens.

Yer right...I've blown quite a few tokens with my posse.

Maybe we should just focus on the +5 boosting in the reg. season.

Thoughts?
 

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I just pulled the trigger on some gloves with +1 Line General. It would cost 6 SP for another +1. You get another +1 every other upgrade, so if I upgrade that piece of AEQ I will gain +3 to Line General, worth around 20 SP.
 

D-Dogg

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If you can get good SE, you can improve them well. I'm going to mess around with this stuff for awhile.
 
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Djaughe

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Folks I'd like to have us list where we are putting our vet ability points. If yer not sure - ask. Perhaps the vet ability will help you specialize in something that we can adjust the defense or offense for.

For example:


Cain Niels Marko (NT)

10 pts - Natural Leader Some players are natural born leaders. Each level of the Natural Leader ability gives a +3% bonus chance for all "General" special abilities (Line General, D Line General, Field General, Defense General) to activate

2 pts - Motivational Speaker This player knows how to raise spirits on the bench. Each level of Motivational Speaker gives this player a +5% chance to pep talk teammates on the bench when he is not in the game, raising morale. Only one motivator on the team can be activated per play
 
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Djaughe

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Sgt. Rock (QB)

7 pts - Scrambler This player has an uncanny ability to get away from sacks. Each level of Scrambler gives a +2% bonus to breaking sack tackles when playing QB.
 
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Djaughe

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Here is a list:

General

Awe Inspiring
This player inspires awe in younger players. Each level of Awe Inspiring gives a +5% chance to cause a -10% vision penalty to less famous defenders who line up to cover him man to man.
*prereq: 640 fame

Big Heart
Never give up! Each level of Big Heart gives a +2% bonus to all attributes when trailing by 14 or more points.
*prereq: 50 confidence

Swagger
This player is good and he knows it. Each level of Swagger gives a +1% bonus to the confidence attribute.
*prereq: 25 confidence

Workhorse
This player just keeps on going. Each level of Workhorse gives a +1% bonus to the stamina attribute.
*prereq: 25 stamina

Football Genius
This player sees the field better than others. Each level of Football Genius gives a +1% bonus to the vision attribute.
*prereq: 25 vision

Clutch
This player seems to come up big when needed. The Clutch ability gives this player access to various bonuses towards making plays on both offense and defense in 3rd and 4th down situations, especially late in the game. Each level of Clutch increases the likelihood of triggering a bonus by 5%.

Heart of a Champion
This player excels in the playoffs. Each level of Heart of a Champion gives a +1% bonus to confidence in the playoffs.
*prereq: 480 fame

Hometown Hero
This player is loved by the fans. Each level of Hometown Hero gives a +1 bonus to confidence when playing at home, and -0.5 penalty to confidence when playing away.
*prereq: 160 fame

Mentor
Other players sometimes make the best coaches. Each level of Mentor gives a +1% in-game bonus to vision and confidence for all teammates who play the same position and are at least 3 levels lower than this player.
*prereq: level 32

Motivational Speaker
This player knows how to raise spirits on the bench. Each level of Motivational Speaker gives this player a +5% chance to pep talk teammates on the bench when he is not in the game, raising morale. Only one motivator on the team can be activated per play.
*prereq: 200 fame

Red Zone Freak
This player turns it on in the red zone. Each level of Red Zone Freak gives a +5% chance to gain a 5% bonus to all attributes when inside the 20 yard line, either on offense or defense.

Second Wind
Crunch time brings out the best in some players. Each level of Second Wind gives an extra +2 energy refill at the start of the fourth quarter.

Slow Starter
This player takes a while to get rolling. He gets a -5% penalty to all attributes for the first four games of the season, and a bonus to all attributes in the last four games of the season. Each level of Slow Starter gives +1% to the second half bonus.

Streaky
This player has good games and bad games. On good days, he will gain a +5% bonus to all attributes. On bad days, he will have a -5% penalty. Each level of Streaky increases the likelihood of a good day by 2%, starting at 50/50 for level 1

QB
Laser Arm
this player has a great throwing arm. Each level of Laser Arm gives a +1% bonus to the throwing attribute.
*prereq: 25 throwing

Clock Manager
This player excels in the two minute drill. Each level of Clock Manager gives a +3% bonus to catching passes, or pass quality if QB, when playing hurry up offense and trailing with less than 2 minutes left.

Hard Count
A good hard count can draw the defense offsides. Each level of Hard Count gives a +2% better chance to draw the defense offsides before the snap when this player is playing QB

Intimidating
This player would scare anyone. Each level of Intimidating increases the required confidence to resist the Trash Talk, Growl, Snarl, and Glare special abilities by 3%.

Natural Leader
Some players are natural born leaders. Each level of the Natural Leader ability gives a +3% bonus chance for all "General" special abilities (Line General, D Line General, Field General, Defense General) to activate.
*prereq: 300 fame

Quick Release
Getting the ball to the receiver quickly gives the defense less time to react. Each level of Quick Release gives a +5% chance to have a quick release when passing the ball.
*prereq: 50 throwing

Scrambler
This player has an uncanny ability to get away from sacks. Each level of Scrambler gives a +2% bonus to breaking sack tackles when playing QB

Thick Skin
Trash talking means nothing to this player. Each level of Thick Skin reduces the effect of the Trash Talk, Growl, Snarl, and Glare special abilities by 5% when used against this player.

HB
Quick
This player is quick on his feet. Each level of the Quick ability gives a +1% bonus to the agility

Steady Grip
This player rarely fumbles. Each level of Steady Grip gives a +1% bonus to the carrying attribute.
*prereq: 25 carrying

Soft Hands
This player can catch anything. Each level of Soft Hands gives a +1% bonus to the catching attribute.
*prereq: 25 catching

Track Star
This player is a natural speedster. Each level of Track Star gives a +1% bonus to the speed attribute

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute.

Bruiser
Few can match this player's power. Each level of Bruiser gives a +3% bonus to breaking tackles when using at least 50% Power running style.

Goal Line Back
This player has a nose for the endzone. Each level of Goal Line Back gives a +1% to strength, agility, and carrying on Goal Line plays inside the 5 yard line, when playing HB or FB

Intimidating
This player would scare anyone. Each level of Intimidating increases the required confidence to resist the Trash Talk, Growl, Snarl, and Glare special abilities by 3%.

Mr. First Down
This player has a nose for the first down marker. Each level Mr. First Down gives a 3% chance of being awarded an extra 1/2 yard when being tackled, if it would mean getting a first down.
*prereq: 40 vision

Mr. Reliable
Hold onto the ball! Each level of Mr. Reliable gives a +4% bonus to avoiding fumbles and a +1% bonus to catching passes on 3rd and 4th down.

Quick Feet
This player is hard to keep up with. Each level of Quick Feet gives a +2% bonus to the success rate of the Head Fake and Juke special abilties.

Scat Back
A back catching passes out of the backfield can be a great weapon. Each level of Scat Back gives this player a +2% bonus to catching short (less than 7 yd) passes when playing HB or FB.

Short Yardage Monster
This player is hard to bring down for a TFL. Each level of Short Yardage Monster gives a +2% bonus to breaking tackles when behind the line of scrimmage and not playing QB.
*prereq: 40 vision

Slippery
This player slips out of tackles with ease. Each level of Slippery gives a +2% bonus to breaking tackles when using at least 50% Elusive running style.

Tenacious
This player fights for every yard. Each level of Tenacious gives a +2% bonus to fight out extra yards when the tackler is using the Wrap Up tactic setting.

Thick Skin
Trash talking means nothing to this player. Each level of Thick Skin reduces the effect of the Trash Talk, Growl, Snarl, and Glare special abilities by 5% when used against this player

FB
Great Blocker
This player spends hours with the blocking sled. Each level of Great Blocker gives a +1% bonus to the blocking attribute.
*prereq: 25 blocking

Steady Grip
This player rarely fumbles. Each level of Steady Grip gives a +1% bonus to the carrying attribute.
*prereq: 25 carrying

Track Star
This player is a natural speedster. Each level of Track Star gives a +1% bonus to the speed attribute

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute

Bruiser
Few can match this player's power. Each level of Bruiser gives a +3% bonus to breaking tackles when using at least 50% Power running style.

Goal Line Back
This player has a nose for the endzone. Each level of Goal Line Back gives a +1% to strength, agility, and carrying on Goal Line plays inside the 5 yard line, when playing HB or FB

Intimidating
This player would scare anyone. Each level of Intimidating increases the required confidence to resist the Trash Talk, Growl, Snarl, and Glare special abilities by 3%.

Mr. First Down
This player has a nose for the first down marker. Each level Mr. First Down gives a 3% chance of being awarded an extra 1/2 yard when being tackled, if it would mean getting a first down.
*prereq: 40 vision

Mr. Reliable
Hold onto the ball! Each level of Mr. Reliable gives a +4% bonus to avoiding fumbles and a +1% bonus to catching passes on 3rd and 4th down.

Scat Back
A back catching passes out of the backfield can be a great weapon. Each level of Scat Back gives this player a +2% bonus to catching short (less than 7 yd) passes when playing HB or FB.

Short Yardage Monster
This player is hard to bring down for a TFL. Each level of Short Yardage Monster gives a +2% bonus to breaking tackles when behind the line of scrimmage and not playing QB.
*prereq: 40 vision

Slippery
This player slips out of tackles with ease. Each level of Slippery gives a +2% bonus to breaking tackles when using at least 50% Elusive running style.

Tenacious
This player fights for every yard. Each level of Tenacious gives a +2% bonus to fight out extra yards when the tackler is using the Wrap Up tactic setting.

Thick Skin
Trash talking means nothing to this player. Each level of Thick Skin reduces the effect of the Trash Talk, Growl, Snarl, and Glare special abilities by 5% when used against this player

WR
Quick
This player is quick on his feet. Each level of the Quick ability gives a +1% bonus to the agility

Soft Hands
This player can catch anything. Each level of Soft Hands gives a +1% bonus to the catching attribute.
*prereq: 25 catching

High Jumper
This player is an exceptional leaper. Each level of High Jumper gives a +1% bonus to the jumping attribute.
*prereq: 25 jumping

Track Star
This player is a natural speedster. Each level of Track Star gives a +1% bonus to the speed attribute

Clock Manager
This player excels in the two minute drill. Each level of Clock Manager gives a +3% bonus to catching passes, or pass quality if QB, when playing hurry up offense and trailing with less than 2 minutes left.

Comeback Kid
This player makes big plays when it counts. Each level of Comeback Kid gives a +3% chance to catch passes longer than 20 yards when his team is trailing

Go To Guy
Each level of Go To Guy gives a +5% chance for this player to get a bonus to being targeted by the QB when running a route.
*prereq: 800 fame

Mr. First Down
This player has a nose for the first down marker. Each level Mr. First Down gives a 3% chance of being awarded an extra 1/2 yard when being tackled, if it would mean getting a first down.
*prereq: 40 vision

Mr. Reliable
Hold onto the ball! Each level of Mr. Reliable gives a +4% bonus to avoiding fumbles and a +1% bonus to catching passes on 3rd and 4th down.

Slippery
This player slips out of tackles with ease. Each level of Slippery gives a +2% bonus to breaking tackles when using at least 50% Elusive running style.

Sure Hands
When failing a catch pass check, the Sure Hands ability gives this player a second chance to retry the roll. Each level gives a +5% chance to allow the second roll.
*prereq: 50 catching

Underdog
Nobody gives this player any respect. Sometimes they don't even pay attention to him! Each level of Underdog gives a +5% chance to cause a -10% vision penalty to more famous defenders who line up to cover him man to man.

TE
Soft Hands
This player can catch anything. Each level of Soft Hands gives a +1% bonus to the catching attribute.
*prereq: 25 catching

High Jumper
This player is an exceptional leaper. Each level of High Jumper gives a +1% bonus to the jumping attribute.
*prereq: 25 jumping

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute

Great Blocker
This player spends hours with the blocking sled. Each level of Great Blocker gives a +1% bonus to the blocking attribute.
*prereq: 25 blocking

Clock Manager
This player excels in the two minute drill. Each level of Clock Manager gives a +3% bonus to catching passes, or pass quality if QB, when playing hurry up offense and trailing with less than 2 minutes left.

Comeback Kid
This player makes big plays when it counts. Each level of Comeback Kid gives a +3% chance to catch passes longer than 20 yards when his team is trailing

Go To Guy
Each level of Go To Guy gives a +5% chance for this player to get a bonus to being targeted by the QB when running a route.
*prereq: 800 fame

Mr. First Down
This player has a nose for the first down marker. Each level Mr. First Down gives a 3% chance of being awarded an extra 1/2 yard when being tackled, if it would mean getting a first down.
*prereq: 40 vision

Mr. Reliable
Hold onto the ball! Each level of Mr. Reliable gives a +4% bonus to avoiding fumbles and a +1% bonus to catching passes on 3rd and 4th down.

Sure Hands
When failing a catch pass check, the Sure Hands ability gives this player a second chance to retry the roll. Each level gives a +5% chance to allow the second roll.
*prereq: 50 catching

Underdog
Nobody gives this player any respect. Sometimes they don't even pay attention to him! Each level of Underdog gives a +5% chance to cause a -10% vision penalty to more famous defenders who line up to cover him man to man.

G
Great Blocker
This player spends hours with the blocking sled. Each level of Great Blocker gives a +1% bonus to the blocking attribute.
*prereq: 25 blocking

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute

C
Great Blocker
This player spends hours with the blocking sled. Each level of Great Blocker gives a +1% bonus to the blocking attribute.
*prereq: 25 blocking

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute

Intimidating
This player would scare anyone. Each level of Intimidating increases the required confidence to resist the Trash Talk, Growl, Snarl, and Glare special abilities by 3%.

Natural Leader
Some players are natural born leaders. Each level of the Natural Leader ability gives a +3% bonus chance for all "General" special abilities (Line General, D Line General, Field General, Defense General) to activate.
*prereq: 300 fame

Thick Skin
Trash talking means nothing to this player. Each level of Thick Skin reduces the effect of the Trash Talk, Growl, Snarl, and Glare special abilities by 5% when used against this player

OT
Great Blocker
This player spends hours with the blocking sled. Each level of Great Blocker gives a +1% bonus to the blocking attribute.
*prereq: 25 blocking

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute

DT
Great Blocker
This player spends hours with the blocking sled. Each level of Great Blocker gives a +1% bonus to the blocking attribute.
*prereq: 25 blocking

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +1% bonus to the tackling attribute.
*prereq: 25 tackling

Brick Wall
Stop 'em in their tracks! Each level of Brick Wall gives a +3% bonus to keeping the ball carrier from gaining extra yards while tackling them

Heavyweight
This player is hard to block. Each level of Heavyweight gives a +2% bonus to knocking down his blocker when breaking a block
*prereq: 225 weight

Natural Leader
Some players are natural born leaders. Each level of the Natural Leader ability gives a +3% bonus chance for all "General" special abilities (Line General, D Line General, Field General, Defense General) to activate.
*prereq: 300 fame

Power Tackler
Knock the ball loose! Each level of Power Tackler gives a +2% bonus to forcing fumbles.

Sure Tackler
It doesn\'t matter how you stop him, as long as you stop him. When failing a make tackle check, the Sure Tackler ability gives this player a second chance to retry the roll. Each level gives a +5% chance to allow a second roll.
*prereq: 40 tackling

DE
Quick
This player is quick on his feet. Each level of the Quick ability gives a +1% bonus to the agility

Track Star
This player is a natural speedster. Each level of Track Star gives a +1% bonus to the speed attribute

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +1% bonus to the tackling attribute.
*prereq: 25 tackling
Brick Wall
Stop 'em in their tracks! Each level of Brick Wall gives a +3% bonus to keeping the ball carrier from gaining extra yards while tackling them

Heavyweight
This player is hard to block. Each level of Heavyweight gives a +2% bonus to knocking down his blocker when breaking a block
*prereq: 225 weight

Power Tackler
Knock the ball loose! Each level of Power Tackler gives a +2% bonus to forcing fumbles.

Sure Tackler
It doesn\'t matter how you stop him, as long as you stop him. When failing a make tackle check, the Sure Tackler ability gives this player a second chance to retry the roll. Each level gives a +5% chance to allow a second roll.
*prereq: 40 tackling

MLB
Track Star
This player is a natural speedster. Each level of Track Star gives a +1% bonus to the speed attribute

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +1% bonus to the tackling attribute.
*prereq: 25 tackling

Brick Wall
Stop 'em in their tracks! Each level of Brick Wall gives a +3% bonus to keeping the ball carrier from gaining extra yards while tackling them

Heavyweight
This player is hard to block. Each level of Heavyweight gives a +2% bonus to knocking down his blocker when breaking a block
*prereq: 225 weight

Jackhammer
Knock that ball loose! Each level of Jackhammer gives a +3% bonus to knocking the ball loose when tackling the receiver right after a catch

Natural Leader
Some players are natural born leaders. Each level of the Natural Leader ability gives a +3% bonus chance for all "General" special abilities (Line General, D Line General, Field General, Defense General) to activate.
*prereq: 300 fame

Never Give Up
Get back in the play! Each level of Never Give Up gives a +3% bonus to the speed of getting up after falling down on defense.

Power Tackler
Knock the ball loose! Each level of Power Tackler gives a +2% bonus to forcing fumbles.

Sure Tackler
It doesn\'t matter how you stop him, as long as you stop him. When failing a make tackle check, the Sure Tackler ability gives this player a second chance to retry the roll. Each level gives a +5% chance to allow a second roll.
*prereq: 40 tackling

Zone Specialist
This player is best in zone coverage. Each level of Zone Specialist gives a +1% bonus to speed, agility, and vision when playing zone defense.

OLB/ILB
Quick
This player is quick on his feet. Each level of the Quick ability gives a +1% bonus to the agility

Track Star
This player is a natural speedster. Each level of Track Star gives a +1% bonus to the speed attribute

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +1% bonus to the strength attribute

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +1% bonus to the tackling attribute.
*prereq: 25 tackling

Brick Wall
Stop 'em in their tracks! Each level of Brick Wall gives a +3% bonus to keeping the ball carrier from gaining extra yards while tackling them

Heavyweight
This player is hard to block. Each level of Heavyweight gives a +2% bonus to knocking down his blocker when breaking a block
*prereq: 225 weight

Jackhammer
Knock that ball loose! Each level of Jackhammer gives a +3% bonus to knocking the ball loose when tackling the receiver right after a catch

Long Reach
This player has an exceptional wingspan. When failing a pass deflection check, the Long Reach ability gives this player a second chance to retry the roll. Each level gives a +3% chance to allow a second roll.

Never Give Up
Get back in the play! Each level of Never Give Up gives a +3% bonus to the speed of getting up after falling down on defense.

Power Tackler
Knock the ball loose! Each level of Power Tackler gives a +2% bonus to forcing fumbles.

Showboat
This player is a showoff. Each level of Showboat decreases the receiver\'s morale by an additional 3% after this player has deflected a pass.
*prereq: 320 fame

Sure Tackler
It doesn\'t matter how you stop him, as long as you stop him. When failing a make tackle check, the Sure Tackler ability gives this player a second chance to retry the roll. Each level gives a +5% chance to allow a second roll.
*prereq: 40 tackling

Zone Specialist
This player is best in zone coverage. Each level of Zone Specialist gives a +1% bonus to speed, agility, and vision when playing zone defense.

CB
Quick
This player is quick on his feet. Each level of the Quick ability gives a +1% bonus to the agility

High Jumper
This player is an exceptional leaper. Each level of High Jumper gives a +1% bonus to the jumping attribute.
*prereq: 25 jumping

Track Star
This player is a natural speedster. Each level of Track Star gives a +1% bonus to the speed attribute

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +1% bonus to the tackling attribute.
*prereq: 25 tackling

Jackhammer
Knock that ball loose! Each level of Jackhammer gives a +3% bonus to knocking the ball loose when tackling the receiver right after a catch

Long Reach
This player has an exceptional wingspan. When failing a pass deflection check, the Long Reach ability gives this player a second chance to retry the roll. Each level gives a +3% chance to allow a second roll.

Never Give Up
Get back in the play! Each level of Never Give Up gives a +3% bonus to the speed of getting up after falling down on defense.

Power Tackler
Knock the ball loose! Each level of Power Tackler gives a +2% bonus to forcing fumbles.

Showboat
This player is a showoff. Each level of Showboat decreases the receiver\'s morale by an additional 3% after this player has deflected a pass.
*prereq: 320 fame

Zone Specialist
This player is best in zone coverage. Each level of Zone Specialist gives a +1% bonus to speed, agility, and vision when playing zone defense.

FS
Quick
This player is quick on his feet. Each level of the Quick ability gives a +1% bonus to the agility

High Jumper
This player is an exceptional leaper. Each level of High Jumper gives a +1% bonus to the jumping attribute.
*prereq: 25 jumping

Track Star
This player is a natural speedster. Each level of Track Star gives a +1% bonus to the speed attribute

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +1% bonus to the tackling attribute.
*prereq: 25 tackling

Jackhammer
Knock that ball loose! Each level of Jackhammer gives a +3% bonus to knocking the ball loose when tackling the receiver right after a catch

Long Reach
This player has an exceptional wingspan. When failing a pass deflection check, the Long Reach ability gives this player a second chance to retry the roll. Each level gives a +3% chance to allow a second roll.
Never Give Up
Get back in the play! Each level of Never Give Up gives a +3% bonus to the speed of getting up after falling down on defense.

Showboat
This player is a showoff. Each level of Showboat decreases the receiver\'s morale by an additional 3% after this player has deflected a pass.
*prereq: 320 fame

Zone Specialist
This player is best in zone coverage. Each level of Zone Specialist gives a +1% bonus to speed, agility, and vision when playing zone defense.

SS
Quick
This player is quick on his feet. Each level of the Quick ability gives a +1% bonus to the agility

High Jumper
This player is an exceptional leaper. Each level of High Jumper gives a +1% bonus to the jumping attribute.
*prereq: 25 jumping

Track Star
This player is a natural speedster. Each level of Track Star gives a +1% bonus to the speed attribute

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +1% bonus to the tackling attribute.
*prereq: 25 tackling

Jackhammer
Knock that ball loose! Each level of Jackhammer gives a +3% bonus to knocking the ball loose when tackling the receiver right after a catch

Long Reach
This player has an exceptional wingspan. When failing a pass deflection check, the Long Reach ability gives this player a second chance to retry the roll. Each level gives a +3% chance to allow a second roll.

Never Give Up
Get back in the play! Each level of Never Give Up gives a +3% bonus to the speed of getting up after falling down on defense.

Showboat
This player is a showoff. Each level of Showboat decreases the receiver\'s morale by an additional 3% after this player has deflected a pass.
*prereq: 320 fame

Zone Specialist
This player is best in zone coverage. Each level of Zone Specialist gives a +1% bonus to speed, agility, and vision when playing zone defense.

K/P
Soccer Star
This player has greak kicking form. Each level of Soccer Star gives a +1% bonus to the kicking and punting attributes.

KRS/KOS
Distance Runner
Playing on kickoffs can take a lot out of you. Each level of Distance Runner lessens this player's energy usage on kickoffs and punts by 5%, except when playing KR/PR

Special Teamer
Special teams is 1/3 of the game. Each level of Special Teamer gives a +1% bonus to all attributes when playing on KOS or KRS.
 
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Djaughe

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Update - I'm set to boost this piece for the second time. I noticed we now have n option to select the specific +1 attribute (strength, speed, etc.)

That should help folks decide if they want to invest in gear.


You must be registered for see images attach

Superior Orange Visor
+2 speed
Catch ball chance +4%
This is the closest summary I can find regarding Advance Equipment.
 
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Djaughe

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lol...Shane/Donald....It just occured to me....why not have the punter be the "motivational speaker"?
 

pointNumberOne

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En Sabah has 17 veteran points to dish out, and I'm looking hard at:

Red Zone Freak - 5% chance per level of 5% increase to all attributes
lvl 10 = every other time we reach the red zone he gets +5%

Streaky - intrigues me... lvl 1 = 50/50 chance of a 5% bonus to all attributes
lvl2 = 52/48
...yadda yadda yadda...
lvl 10 68/32 (what i could reach now)

Quick Feet also looks good.
 
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Djaughe

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...Red Zone Freak - 5% chance per level of 5% increase to all attributes
lvl 10 = every other time we reach the red zone he gets +5%.

Each level of Red Zone Freak gives a +5% chance to gain a 5% bonus to all attributes when inside the 20 yard line, either on offense or defense.

So you drop 10 level points - you'll have a 50% chance for a +5% bonus.

Its a good one imo.
 

jf-08

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For Cleveland Jones (CB) - 14 Vet Points:

I'm looking at:

Putting 4 points in:

Long Reach
This player has an exceptional wingspan. When failing a pass deflection check, the Long Reach ability gives this player a second chance to retry the roll. Each level gives a +3% chance to allow a second roll.

10 points in:

Clutch
This player seems to come up big when needed. The Clutch ability gives this player access to various bonuses towards making plays on both offense and defense in 3rd and 4th down situations, especially late in the game. Each level of Clutch increases the likelihood of triggering a bonus by 5%.
 

pointNumberOne

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If I boost to lvl 40 (2 boosts, 1 left for playoffs) to start next season I can put 15 in one veteran skill...

streaky = 78/22 chance of a +5% to all attrib. for the whole game
red zone = 75% chance of +5 to all in the red zone

red zone does sound 'safer'. It will happen every game, and no -5% to everything chance
 

jf-08

chohan
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For Brooklyn Hammer - MLB (14 points)

I'm looking at:

4 points:

Natural Leader
Some players are natural born leaders. Each level of the Natural Leader ability gives a +3% bonus chance for all "General" special abilities (Line General, D Line General, Field General, Defense General) to activate.


10 points:


Power Tackler
Knock the ball loose! Each level of Power Tackler gives a +2% bonus to forcing fumbles.
 

jf-08

chohan
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Colton Kidd (HB) - 11 points:

I am unsure about this one.

Quick Feet
This player is hard to keep up with. Each level of Quick Feet gives a +2% bonus to the success rate of the Head Fake and Juke special abilties.

Slippery
This player slips out of tackles with ease. Each level of Slippery gives a +2% bonus to breaking tackles when using at least 50% Elusive running style.
 

SuperSpck

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Nate Summers is a guy on the Czars' bench a lot. He's a backup player and comfortable in his role. I'd like to look at giving him "motivational speaker" because of it.

Thoughts?
 
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Djaughe

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Nate Summers is a guy on the Czars' bench a lot. He's a backup player and comfortable in his role. I'd like to look at giving him "motivational speaker" because of it.

Thoughts?

"motivational" stuff is a positive effect for the team....Yer guy won't lose a game for us...but he may be an impact player on those days we need an extra "umph".
 
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