<p>LMAO I just remember it was a raiders pic</p>TBone75 said:That was EightyOne he has Tim Brown as his profile picture. I'm surprised you remembered that conversation. That was awhile ago
Re: Lineup help
Re: Budget Beast Team
Re: Lineup help
Re: X factor ability overview.
<p>Its not the most updated website and someone above pretty much said what they all are.</p>TBone75 said:This is very helpful thank you Sir. Im curious, can we get xfactors added to this? I'd like to know what abilities are in each xfactor
Re: Parsons
<p>You could but that first box doesnt really have anything else meaningful. And with more TE running vang, just an extra precaution.</p>Lildrift56 said:Can you tell me why your running OMW on a DE? It only counters against TE/WR/FB and rarely will get impact blocked. The rest make sense, but couldn't you run something else there?
Re: High AP Defensive Cards
Re: Carolina Panthers Theme Teams
Re: Ultimate Poser/Bot Lineup
Re: Parsons
Re: Who’s your starting secondary?
Re: X factor ability overview.
<p>Great write up. I agree with almost all of this.</p>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
Re: Lineup Ovr Help
Re: X factor ability overview.
<p>Thats the problem in itself. </p> <p>EA doesnt give explanations or numbers behind things so we have to find out as a community. We've figured most things out but not everything. </p> <p><a href="https://abilities.clutchtrait.com/abilities">This is from last year but its the closest thing we have</a></p>Uncommittedgamer said:I thought dashing and roaming deadeye was run and gun.
But see, this is just so confusing. No one really knows., and that’s what I’m wanting to know
Re: Team Triple Pepp
Re: Runstuffer vs reinforcement
<p>RI "When they enter the zone, this ability increases their chance of defeating run blocks, and disrupting catches via tackles." ...RS has OomW in it already. </p> <p>Just how you play honestly. You could probably run UC/RS and get better results. I may …</p>jimshredder said:Is reinforcement just for the run block shedding, since you already have KOs
Or does Reinforcement help on pass blocking/RPOs? I think it only works on Run plays - not pass blocks?
I would think running Universal Coverage, Run Stuffer, Tackle Supreme, Out of Way would be better than Reinforcement? but im not sure