Lildrift56 said:heres my understanding on all the abilitys, id love correction if im wrong, but this is my understanding.
OFFENSE
QB
Dots= Sideline deadeye, pocket deadeye, highpoint deadeye, lowpoint deadeye, and dashing deadeye no limit.(only missing is cross body deadeye)
Run n Gun= Dashing deadeye no limit, cross body deadeye no limit(heard this somewhere, but supposedly increases velocity on running throws)
Gambit= PLE, gunslinger, and no AI interceptions(very helpful with all the DL pick artists)
Bazooka= 15 extra yards on max throws(basically grants +5 TP)
Pro reads= Highlights first open WR, and fearless
Brick Wall= Only works in pocket, but will break first sack
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Escape Artist= Basically useless, but it makes you leave the pocket slightly faster
HB/WR/TE
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Angry Runs= Wins first interaction vs defender in run or pass game (breaks tackle, increased juke/spin effectiveness or Dominant truck/stiffarm on first defender)
Freight train= Breaks first tackle (unless they have secure tackler or tackle supreme)
Wrecking ball= Dominant trucks and stiff arms on next 3 attempts includes bulldozer and arm bar(Underated ability, it has the AR affect of dropping defenders with power moves)
First one Free= More effective spin, juke or hurdles. includes juke box and spin cycle(Also underated, I've noticed it actually breaks the next tackle after a elusive move)
Grab N Smash= Wrecking ball after catch
Ankle Breaker= First one free after catch
Yac m up= Breaks first post catch tackle
RAC em up= Wins RAC catches in single coverage (Also has a press break mechanic)
Double me= Wins aggressive catches in single coverage (Also has a press break mechanic)
Max security= Wins possesion catches (Also has a press break mechanic )
Sattelite= Max security and Rac m Up
Mossed= Wins aggresive catches 50+ yards
OL/TE/FB(some WR)
Vanguard= Dominant impact blocking wins, similar to honerary lineman, but more pancakes.(Reinforcement counters all vanguards, OMW counters TE/FB/WR vanguards)
Secure protector= Reduces the dominance of quick shed moves both in run and pass game.(Not an x factor, but only way to counter UF/Dual threat/collosus)
DEFENSE
DL/OLB
Blitz=Wiped blocker resistance bars(only need one on the field to wipe all)
Relentless= Free rush attempts
Run stuffer= inside stuff, no outsiders, and OMW
Collosus= Dominant pass rush even vs double teams(I noticed this trigger more on double teams then not)
Unstoppable force= Dominant pass rush vs Single blocks
Fearmonger= Increased pressure
Dual Threat= Unstoppable force + pass breakups
DBs
Uni coverage= All KOs reaction time and knockouts, theres debate here, but I believe OSA doesn't hurt to add. (I'm not getting into it with those who believe otherwise, but I think with all abilites and extra AP it doesn't hurt to add)
Bottleneck= Dominant presses
Shutdown= OSA on steroids and pick artist(makes your DBs undercut to the ball and play faster)
Zone Hawk= Not worth using, but seems like it just makes your DBs play better in zone
Avalanche= Forces fumbles on downhill hit sticks(pair with enforcer supreme and extra pop to defeat truzz)
Reinforcement= All the KOs, without reaction time, and OMW against all positions
That should cover it on the x factors. there's debate on everything because there's not enough information to know for sure, but this is my write up on my experience, and the descriptions
Omg this! This was what I needed.
The QB ones are most confusing and maybe dual threat
I can for sure say I was double stacking abilities with X factors.