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*** Official *** FBG's Goal Line Blitz Discussion Thread (3 Viewers)

Pluto said:
Strength: 19.65 Blocking: 12.2 Speed: 59.99 Tackling: 7 Agility: 16.65 Throwing: 12.2 Jumping: 12.2 Catching: 14.2 Stamina: 29.57 Carrying: 24.11 Vision: 18.06 Kicking: 8 Confidence: 16.65 Punting: 10
Obviously needs more speed. He can't break anything to save his life.... I mean.... only a 14.3 yard per carry average? Come on! Weak!
 
Rayderr's Oakland Earthquakes team could use some depth. We are very thin so you will get lots of playing time.

Key positions needed are:

LB

OG

OT

Others are a possibility too. Talk to us.

 
Anyone else screwing around with the developmental leagues? Figure it could be a good place to groom a guy for next year, because lvl 4's aren't going to cut it for long.

 
Anyone else screwing around with the developmental leagues? Figure it could be a good place to groom a guy for next year, because lvl 4's aren't going to cut it for long.
I own the Manila Warlords. Souteast Asia AAA. Bought it early on when the FBG's entered into this thing. I really did not see the difference to start with and bought this team because my fiance is Filipina. We have a great team and involved owners. Not interested in signing someone to 'develop' them so they can move on to the USA league. Really, competition is competition. Everything is the same if you are in the USA or you are in the Southeast Asia league.
 
Anyone else screwing around with the developmental leagues? Figure it could be a good place to groom a guy for next year, because lvl 4's aren't going to cut it for long.
I own the Manila Warlords. Souteast Asia AAA. Bought it early on when the FBG's entered into this thing. I really did not see the difference to start with and bought this team because my fiance is Filipina. We have a great team and involved owners. Not interested in signing someone to 'develop' them so they can move on to the USA league. Really, competition is competition. Everything is the same if you are in the USA or you are in the Southeast Asia league.
You are misunderstanding me. I am talking about the new developmental leagues that are CPU owned and cannot be bought. Seems like a good place to send a player to experiment with builds and to goof around with a guy, knowing that you can retire him and get the fp back. I may find out if throwing helps the DB read where the QB is going with the ball.I got two guys in Eastern Europe and I'd love to get my third out of the US. I was just pointing out the interesting opportunity that the developmental teams offer.
 
Anyone else screwing around with the developmental leagues? Figure it could be a good place to groom a guy for next year, because lvl 4's aren't going to cut it for long.
I own the Manila Warlords. Souteast Asia AAA. Bought it early on when the FBG's entered into this thing. I really did not see the difference to start with and bought this team because my fiance is Filipina. We have a great team and involved owners. Not interested in signing someone to 'develop' them so they can move on to the USA league. Really, competition is competition. Everything is the same if you are in the USA or you are in the Southeast Asia league.
You are misunderstanding me. I am talking about the new developmental leagues that are CPU owned and cannot be bought. Seems like a good place to send a player to experiment with builds and to goof around with a guy, knowing that you can retire him and get the fp back. I may find out if throwing helps the DB read where the QB is going with the ball.I got two guys in Eastern Europe and I'd love to get my third out of the US. I was just pointing out the interesting opportunity that the developmental teams offer.
Yea.... I did misunderstand you. I missed this whole new developmental leagues thing. :bag:
 
I've got 6 guys in the developmental leagues. I built a level 1 guy who I can groom at positions where I am weak on my teams, or where I have players who I am not sure are committed long term. If they up and leave next season I will at least have SOMETHING to fill the gap. They should level quickly, and I can boost them before we start season 3 if I find out the guy is going to bail.

I am somewhat fortunate to have two teams that are a little separated in levels. If someone leaves from Detroit they are around level 13. I will bump up a guy from my Springfield team who will be about level 9, then I will bump the guy from the development league to Springfield and he should be level 5-6.

 
Anyone else screwing around with the developmental leagues? Figure it could be a good place to groom a guy for next year, because lvl 4's aren't going to cut it for long.
I own the Manila Warlords. Souteast Asia AAA. Bought it early on when the FBG's entered into this thing. I really did not see the difference to start with and bought this team because my fiance is Filipina. We have a great team and involved owners. Not interested in signing someone to 'develop' them so they can move on to the USA league. Really, competition is competition. Everything is the same if you are in the USA or you are in the Southeast Asia league.
You are misunderstanding me. I am talking about the new developmental leagues that are CPU owned and cannot be bought. Seems like a good place to send a player to experiment with builds and to goof around with a guy, knowing that you can retire him and get the fp back. I may find out if throwing helps the DB read where the QB is going with the ball.I got two guys in Eastern Europe and I'd love to get my third out of the US. I was just pointing out the interesting opportunity that the developmental teams offer.
Yea.... I did misunderstand you. I missed this whole new developmental leagues thing. :bag:
I was :lmao: about the developmental league stuff for a while too, it's not just you!
 
Anyone else screwing around with the developmental leagues? Figure it could be a good place to groom a guy for next year, because lvl 4's aren't going to cut it for long.
I own the Manila Warlords. Souteast Asia AAA. Bought it early on when the FBG's entered into this thing. I really did not see the difference to start with and bought this team because my fiance is Filipina. We have a great team and involved owners. Not interested in signing someone to 'develop' them so they can move on to the USA league. Really, competition is competition. Everything is the same if you are in the USA or you are in the Southeast Asia league.
It's too bad Keys Intercept and the Red Warriors owned your asses last week.
 
Wow!!! Where is his speed at? I like how the punter just stands there and watches... It's like he knows he has no chance! Congrats on a great game!*Edit*

Never Mind I see you have it in a later post. Any how great game!

 
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Don't understand why anyone here would play in the D league when there are FBGs in need of players.
I didn't know there was a need for a level one DT. If you need him, I am more than willing to play for a FBG's team.
Yeah, I didn't realize you needed level 1 players. :rolleyes:Post what you need here, and maybe I'll make a guy or two.I want to make a couple more players based on the concept of late season boosting to see how it works out.
 
Anyone know how long it takes before someone is declared Inactive? I have a owner of one player when I first signed up that hasn't been on since 4/27

 
Don't understand why anyone here would play in the D league when there are FBGs in need of players.
Play around with builds and get XP that wouldn't occur on a human team. IE, I have a WR that I am only going to train in speed to see if the one stat strategy really is as effective as it appears to be. I'm not wasting fp on boosting him and when I need the FP's back to boost one of my other players, then I will retire him without worrying about getting released or getting anyone PO'd at me. If anyone wants a lvl 1 WR that is going to get retired in a season or two, let me know. It's just a way to do something with FP's while you wait for a new season so you can boost.
 
(HULK) said:
WVU Alum said:
Drifter said:
Don't understand why anyone here would play in the D league when there are FBGs in need of players.
I didn't know there was a need for a level one DT. If you need him, I am more than willing to play for a FBG's team.
Yeah, I didn't realize you needed level 1 players. :blackdot: Post what you need here, and maybe I'll make a guy or two.I want to make a couple more players based on the concept of late season boosting to see how it works out.
bump
 
(HULK) said:
WVU Alum said:
Drifter said:
Don't understand why anyone here would play in the D league when there are FBGs in need of players.
I didn't know there was a need for a level one DT. If you need him, I am more than willing to play for a FBG's team.
Yeah, I didn't realize you needed level 1 players. :blackdot: Post what you need here, and maybe I'll make a guy or two.I want to make a couple more players based on the concept of late season boosting to see how it works out.
bump
Linebackers and Offensive Linemen are our biggest need.Level 1 is not ideal, of course, but right now we have no backups for these positions. Also, please note that you should wait until Rayderr shows up or gives me full GM signing access (I have GM but no signing ability). I'll let you know if he gives that over to me.
 
(HULK) said:
WVU Alum said:
Drifter said:
Don't understand why anyone here would play in the D league when there are FBGs in need of players.
I didn't know there was a need for a level one DT. If you need him, I am more than willing to play for a FBG's team.
Yeah, I didn't realize you needed level 1 players. :unsure: Post what you need here, and maybe I'll make a guy or two.I want to make a couple more players based on the concept of late season boosting to see how it works out.
bump
Linebackers and Offensive Linemen are our biggest need.Level 1 is not ideal, of course, but right now we have no backups for these positions. Also, please note that you should wait until Rayderr shows up or gives me full GM signing access (I have GM but no signing ability). I'll let you know if he gives that over to me.
When you have access, I'd be more than happy to sign with you. But this is a guy I am not boosting, I already have a few guys I am going to boost every year.
 
(HULK) (PLUG HOLE)

Physical Attributes Football Skills

Strength: 33 Blocking: 10

Speed: 10 Tackling: 20

Agility: 20 Throwing: 8

Jumping: 8 Catching: 8

Stamina: 15 Carrying: 8

Vision: 10 Kicking: 7

Confidence: 10 Punting: 7

He's level 1, and I will be boosting him at the end of each season.

I made him before you mentioned the need for O-line and Linebackers.

I'll gladly make a lineman. What do you need? OT, G, or C?

I am looking to get significant PT with these guys. I'm spending a lot of time rolling them making sure I have excellent starting stats.

 
Keys Myaths said:
Anyone else screwing around with the developmental leagues? Figure it could be a good place to groom a guy for next year, because lvl 4's aren't going to cut it for long.
I own the Manila Warlords. Souteast Asia AAA. Bought it early on when the FBG's entered into this thing. I really did not see the difference to start with and bought this team because my fiance is Filipina. We have a great team and involved owners. Not interested in signing someone to 'develop' them so they can move on to the USA league. Really, competition is competition. Everything is the same if you are in the USA or you are in the Southeast Asia league.
It's too bad Keys Intercept and the Red Warriors owned your asses last week.
We did lose the game but I am not so sure about anyone owning anything.
 
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Rolled a very decent LB for you Drifter.

(HULK)(FARTSALOT)

Player Attributes

Physical Attributes Football Skills

Strength: 23 Blocking: 10

Speed: 16 Tackling: 16

Agility: 16 Throwing: 7

Jumping: 10 Catching: 10

Stamina: 13 Carrying: 8

Vision: 19 Kicking: 8

Confidence: 11 Punting: 7

Same deal, he's level 1, and I will always boost at the end of the season before the playoffs.

Let me know what kinda o-lineman you guys need (and I'll roll a good one for you tomorrow). And if you're gonna send my DT an offer as well. TIA.

 
As soon as Rayderr gives me the ability to sign and drop (if he does) I'll let you know.

The reason I'm GMing is because he's swamped at work so he's not even around to take a PM.

We need anything but a Center on the line.

 
As soon as Rayderr gives me the ability to sign and drop (if he does) I'll let you know. The reason I'm GMing is because he's swamped at work so he's not even around to take a PM.We need anything but a Center on the line.
I'll make you a guard then, since they are the hardest to come by.I'll have it rolled tonight, or possibly by tomorrow depending on how long it takes to get a great roll.
 
I wish I would have thought of rerolling my guys back when I made them, now I'll just have to play them out until they retire. but once I retire them and get the FP's back, I can start all over and do it right. :confused:

 
I wish I would have thought of rerolling my guys back when I made them, now I'll just have to play them out until they retire. but once I retire them and get the FP's back, I can start all over and do it right. :confused:
I wish I had done w/ my first guys too. There biggest swing I've seen is 12 points, but I imagine that it might be up to 15 points or 3 levels worth.
 
Got a good role on a guard. Say hello to:

(HULK)(PROTECT)

Player Attributes

Physical Attributes Football Skills

Strength: 32 Blocking: 22

Speed: 9 Tackling: 10

Agility: 15 Throwing: 7

Jumping: 8 Catching: 7

Stamina: 15 Carrying: 10

Vision: 10 Kicking: 7

Confidence: 15 Punting: 7

So, I know you're gonna offer for the OG and the LB. Is there a spot for my new DT as well? Or should I post him on the forums.

I'm not super concerned about salary as long as I get enough to afford training and eventual upgrades. I just want to get these guys decent playing time. While all 3 are level 1, they all were top rolls, and likely on par w/ the level 4 CPU players.

 
they all were top rolls
am I missing something? The players' statistics are determined by you, not randomly determined
See Hulk's guy above with all the 7s. On most random rolls these are 8s, 9s and 10s. If you keep retiring and making a new guy you can eventually get a player with 7s in these skills that don't matter and the points go to the important skills. I usually only reroll until I get two 7s.
 
they all were top rolls
am I missing something? The players' statistics are determined by you, not randomly determined
See Hulk's guy above with all the 7s. On most random rolls these are 8s, 9s and 10s. If you keep retiring and making a new guy you can eventually get a player with 7s in these skills that don't matter and the points go to the important skills. I usually only reroll until I get two 7s.
Ohh. I had no idea. So does each player start with a static number of aggregated ability scores? Or is that randomized too?
 
Linebackers and Offensive Linemen are our biggest need.Level 1 is not ideal, of course, but right now we have no backups for these positions. Also, please note that you should wait until Rayderr shows up or gives me full GM signing access (I have GM but no signing ability). I'll let you know if he gives that over to me.
I have this lvl 3 LB that i started a couple weeks ago:Strength: 19.54 Blocking: 10.5 Speed: 19.19 Tackling: 20 Agility: 15.66 Throwing: 7 Jumping: 10.5 Catching: 10.5 Stamina: 13.66 Carrying: 10 Vision: 10.66 Kicking: 8 Confidence: 16.66 Punting: 8 Although I recently signed him up on a CPU team and I dont know if there's a way to get him off. he probably sucks anyway, I have no idea what i'm doing.
 
Here is some more info about what Hulk and Duff are talking about... Most people just 'settle' for the first player that is generated for them. If you retire and re-roll, you can significantly improve your stats. Listed below is something from one of my team's forums:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~

DO NOT settle for the first player the computer sticks you with unless your one of the really lucky ones that gets a great roll on the first try as shown below. Chances are the stats are not very good as the rerolling your players can actually gain you up to 2 Levels (9-10 points) higher then other rolls.

You can retire and reroll a player with no penalty other then a bit of time. Usually it takes 20-50 rolls to get a top end roll unless you are lucky enough to get it sooner.

Here is what I have found so far for the positions I have played with so far.

DE:

Stats your looking at: Strength, Agility, Speed, Tackling

Ideal Range - 60-62

Highest Roll - 62

Notes - I did see a few 20's in the rolls for Physical Attributes and the highest I saw Tackling was 18

QB:

Stats: Strength, Stamina, Vision, Confidence, Throwing

Ideal Range - 69-71

Highest Roll - 71

Notes - Since QB adds in a 5th stat that varies I didnt see as high of numbers as I did for the DE but I still saw stats at 18 on occastion and Throwing around 15-16.

C:

Stats: Strength, Blocking, Speed, (Jumping)

Special Note - Jumping is pretty worthless for so I really didn't consider it and only added the first 3 together.

Ideal Range - 51-53

Highest Roll - 53

Notes - I actually kept a 52 roll instead of the 53 as I wanted a higher STR/BLK then speed. As stated above I pretty much disregarded Jumping but I guess if you had a choice between a couple rolls use Jump to break the tie. Speed never goes above 10 or below 7.

LB:

Stats - Strength, Agility, Stamina, Confidence, Vision, Tackling

Ideal Range - 78-80

Highest Roll - 80

Notes - Again you have a whole bunch of stats that vary so it limits how high they seem to go...I did see a few 18's but they were few and far between.

Guard:

Stats - Strength, Speed, Confidence, Blocking

Ideal Range - 63-65

Highest Roll - 65

Notes - Jumping is also variable but I again ignored it like I did my Center. Pretty similar to the Center and I'm assuming the Tackle. Speed never goes above 10 or below 7.

OT:

Stats - Strength, Agility, Confidence, Vision, Blocking, Speed

Ideal Range - 84-87

Highest Roll - 87

Notes - Lots of stats to look at here...highest stat I saw was a 20 on Blocking which is the one I took at 84 total. Speed never goes above 10 or below 7.

UPDATE - I just hit an 87 when the best I had ever done before was an 84.

Punter:

Stats - Confidence, Punting, Stamina

Ideal Range - 50-52

Highest Roll - 52

Notes - I actually got a 51 on my 2nd roll but kept going to see if that was really as good as it first looked....it was but I did nail a 52 later on. Highest I saw was a 25 on Punting...22 on Confidence and Stamina ranges from 7-10.

Kicker:

Stats - Confidence, Kicking, Stamina

Ideal Range - 50-52

Highest Roll - 52

Notes - Pretty much the same as the Punter. Stamina ranges from 7-10 and the highest I saw was Kicking at 25 and Confidence at 26.

TE:

Stats - Strength, Vision, Blocking, Catching

Ideal Range - 58-60

Highest Roll - 60

Notes - Depending on what type of TE you want to be you can look for stats that not only add up to a good number but also that more fit what you want to do. I was looking for high blocking and strength numbers ideally.

WR:

Stats - Agility, Speed, Jumping, Stamina, Vision, Catching

Ideal Range - 81-83

Highest Roll - 83

Notes - Ugh WR was horrid to get a good roll. You not only want a good roll but you most likely want to see the stats favor what type of receiver you want to be....speed or possession or get the roll and then just go with whatever way is easier. There has been some debate over Height and Weight and its been acknowledged that it does have a minor effect on things. This is one position I think you should at least look at it. The Jump Catch ability even states taller receivers can catch more high passes. If you want to go possession try for a tall receiver 6'2"+.

RB:

Stats - Strength, Agility, Speed, Confidence, Vision, Carrying

Ideal Range - 76-78

Highest Roll - 78

Notes - Since both RB's and WR's have 6 stats that vary I figured I could get up to the 80+ range as well but that was a pipe dream and I think I rolled for 2+ hours to get the 78. Either go into this with a type of RB in mind or once you get a good roll let that guide you to either power or speed back.

FB:

Stats - Strength, Agility, Blocking, Carrying

Ideal Range - 60-62

Highest Roll - 62

Notes - Here you gotta also look at whether you are going to be a blocking FB or a rushing one. I kept a 61 roll over the 62 due to the face it had a very high carrying and didn't need it for the blocking one I wanted to make but would have been great for a rushing one.

DT:

Stats - Strength, Agility, Tackling

Ideal Range - 52-54

Highest Roll - 54

Notes - You can really get some nice stats out of this one...20, 18, 16 for me.

CB:

Stats - Agility, Stamina, Speed, Jumping, Vision, Catching

Ideal Range - 79-81

Highest Roll - 81

Notes - Usually a good spread of 13-16's works good here so you can build however you want without any one stat being really high unless you want that stat high anyway.

FS:

Stats - Stamina, Speed, Vision, Tackling, Catching

Ideal Range - 67-68

Highest Roll - 68

Notes - I got the 68 in the first 10 rolls and rolled forever thinking I could do better...landed alot of 67's but never even matched the 68 and gave up when it hit midnight.

SS:

Stats - Strength, Stamina, Speed, Vision, Tackling

Ideal Range - 67-68

Highest Roll - 68

Notes - Very similar to the FS..same # of stats and seems to be the same outcome just a few different

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 
Here is some more info about what Hulk and Duff are talking about... Most people just 'settle' for the first player that is generated for them. If you retire and re-roll, you can significantly improve your stats. Listed below is something from one of my team's forums:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~DO NOT settle for the first player the computer sticks you with unless your one of the really lucky ones that gets a great roll on the first try as shown below. Chances are the stats are not very good as the rerolling your players can actually gain you up to 2 Levels (9-10 points) higher then other rolls.You can retire and reroll a player with no penalty other then a bit of time. Usually it takes 20-50 rolls to get a top end roll unless you are lucky enough to get it sooner.Here is what I have found so far for the positions I have played with so far.DE:Stats your looking at: Strength, Agility, Speed, TacklingIdeal Range - 60-62Highest Roll - 62Notes - I did see a few 20's in the rolls for Physical Attributes and the highest I saw Tackling was 18QB:Stats: Strength, Stamina, Vision, Confidence, ThrowingIdeal Range - 69-71Highest Roll - 71Notes - Since QB adds in a 5th stat that varies I didnt see as high of numbers as I did for the DE but I still saw stats at 18 on occastion and Throwing around 15-16.C:Stats: Strength, Blocking, Speed, (Jumping)Special Note - Jumping is pretty worthless for so I really didn't consider it and only added the first 3 together.Ideal Range - 51-53Highest Roll - 53Notes - I actually kept a 52 roll instead of the 53 as I wanted a higher STR/BLK then speed. As stated above I pretty much disregarded Jumping but I guess if you had a choice between a couple rolls use Jump to break the tie. Speed never goes above 10 or below 7.LB:Stats - Strength, Agility, Stamina, Confidence, Vision, TacklingIdeal Range - 78-80Highest Roll - 80Notes - Again you have a whole bunch of stats that vary so it limits how high they seem to go...I did see a few 18's but they were few and far between.Guard:Stats - Strength, Speed, Confidence, BlockingIdeal Range - 63-65Highest Roll - 65Notes - Jumping is also variable but I again ignored it like I did my Center. Pretty similar to the Center and I'm assuming the Tackle. Speed never goes above 10 or below 7.OT:Stats - Strength, Agility, Confidence, Vision, Blocking, SpeedIdeal Range - 84-87Highest Roll - 87Notes - Lots of stats to look at here...highest stat I saw was a 20 on Blocking which is the one I took at 84 total. Speed never goes above 10 or below 7.UPDATE - I just hit an 87 when the best I had ever done before was an 84.Punter:Stats - Confidence, Punting, StaminaIdeal Range - 50-52Highest Roll - 52Notes - I actually got a 51 on my 2nd roll but kept going to see if that was really as good as it first looked....it was but I did nail a 52 later on. Highest I saw was a 25 on Punting...22 on Confidence and Stamina ranges from 7-10.Kicker:Stats - Confidence, Kicking, StaminaIdeal Range - 50-52Highest Roll - 52Notes - Pretty much the same as the Punter. Stamina ranges from 7-10 and the highest I saw was Kicking at 25 and Confidence at 26.TE:Stats - Strength, Vision, Blocking, CatchingIdeal Range - 58-60Highest Roll - 60Notes - Depending on what type of TE you want to be you can look for stats that not only add up to a good number but also that more fit what you want to do. I was looking for high blocking and strength numbers ideally.WR:Stats - Agility, Speed, Jumping, Stamina, Vision, CatchingIdeal Range - 81-83Highest Roll - 83Notes - Ugh WR was horrid to get a good roll. You not only want a good roll but you most likely want to see the stats favor what type of receiver you want to be....speed or possession or get the roll and then just go with whatever way is easier. There has been some debate over Height and Weight and its been acknowledged that it does have a minor effect on things. This is one position I think you should at least look at it. The Jump Catch ability even states taller receivers can catch more high passes. If you want to go possession try for a tall receiver 6'2"+.RB:Stats - Strength, Agility, Speed, Confidence, Vision, CarryingIdeal Range - 76-78Highest Roll - 78Notes - Since both RB's and WR's have 6 stats that vary I figured I could get up to the 80+ range as well but that was a pipe dream and I think I rolled for 2+ hours to get the 78. Either go into this with a type of RB in mind or once you get a good roll let that guide you to either power or speed back.FB:Stats - Strength, Agility, Blocking, CarryingIdeal Range - 60-62Highest Roll - 62Notes - Here you gotta also look at whether you are going to be a blocking FB or a rushing one. I kept a 61 roll over the 62 due to the face it had a very high carrying and didn't need it for the blocking one I wanted to make but would have been great for a rushing one.DT:Stats - Strength, Agility, TacklingIdeal Range - 52-54Highest Roll - 54Notes - You can really get some nice stats out of this one...20, 18, 16 for me.CB:Stats - Agility, Stamina, Speed, Jumping, Vision, CatchingIdeal Range - 79-81Highest Roll - 81Notes - Usually a good spread of 13-16's works good here so you can build however you want without any one stat being really high unless you want that stat high anyway.FS:Stats - Stamina, Speed, Vision, Tackling, CatchingIdeal Range - 67-68Highest Roll - 68Notes - I got the 68 in the first 10 rolls and rolled forever thinking I could do better...landed alot of 67's but never even matched the 68 and gave up when it hit midnight.SS:Stats - Strength, Stamina, Speed, Vision, TacklingIdeal Range - 67-68Highest Roll - 68Notes - Very similar to the FS..same # of stats and seems to be the same outcome just a few different~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
####. :lmao:
 
Here is some more info about what Hulk and Duff are talking about... Most people just 'settle' for the first player that is generated for them. If you retire and re-roll, you can significantly improve your stats. Listed below is something from one of my team's forums:edited out
I have spent a few lunch breaks just re-rolling offensive linemen. I have noticed that the guards I rolled had higher speed, centers would have higher block/strength, and tackles would be more rounded with nothing really standing out. Instead of adding up the important stats, I would just look at how many points were in the kicking/throwing/carrying.... useless stats for a lineman. Just looking at those, I would see swings of 10-15 points.Too bad I did not know that when I made my first player.
 
I wish I would have thought of rerolling my guys back when I made them, now I'll just have to play them out until they retire. but once I retire them and get the FP's back, I can start all over and do it right. :tfp:
:thumbup: Not noticing the difference in points on creation <---- :shrug: :shrug:
 
I put a Lvl 1 CB on a CPU developmental team to try to get him to a decent level without boosting him. The stupid AI played him at both CB and WR! He was in over 100 plays (XP max is 50) and dropped 40 energy. In two or three games the poor guy is going to be exhausted and it will be impossible to bring him to another team toward the end of the season because his energy will be too low.

Stupid AI.

 
I put a Lvl 1 CB on a CPU developmental team to try to get him to a decent level without boosting him. The stupid AI played him at both CB and WR! He was in over 100 plays (XP max is 50) and dropped 40 energy. In two or three games the poor guy is going to be exhausted and it will be impossible to bring him to another team toward the end of the season because his energy will be too low.Stupid AI.
How do you get on a CPU developmental team? I thought all the teams were human owned now?
 
(HULK) said:
The Duff Man said:
I put a Lvl 1 CB on a CPU developmental team to try to get him to a decent level without boosting him. The stupid AI played him at both CB and WR! He was in over 100 plays (XP max is 50) and dropped 40 energy. In two or three games the poor guy is going to be exhausted and it will be impossible to bring him to another team toward the end of the season because his energy will be too low.Stupid AI.
How do you get on a CPU developmental team? I thought all the teams were human owned now?
He made some leagues that are all CPU owned and aren't for sale, so you can build low level players and get them starting jobs. If you have a free agent with no contract offers you will get offers from these CPU teams once a day. I think they are at the bottom of the league page. Seems like not many people are using them now, there are only a couple of humans on the teams I am on but I think it is a decent way to level up some guys from Level 1 and ensure they get their 50 snaps a game. I see it as a cheap way to get human backups. I only need to spend the points to make them but hopefully won't have to boost them, and I can offer them a contract at any time to join my team.
 

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