Should a qb with great jumping receivers use a more lofty throwing setting?
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thermon
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the two are completely unrelated
loft is a softer throw that's easier to catch, but defenders have more time to react
bullets is faster, for less reaction time, but harder to catch
throw the ball with a much bullets as your receivers can handle
loft is a softer throw that's easier to catch, but defenders have more time to react
bullets is faster, for less reaction time, but harder to catch
throw the ball with a much bullets as your receivers can handle
Originally posted by Sonic
Most defenders have higher jumping than most offensive catchers of the ball.
I agree since most receivers are 'Speed' arches, but not all receivers are built like that. For the OP, Thermon kinda nailed it. Receivers with the ability to out-jump their defenders and that use Jump Catch and such things, it mostly comes into play when the pass is off target OR when it's part of the 'catch process' and simply gives the receiver a small advantage over the defenders that it can out-jump.
Most defenders have higher jumping than most offensive catchers of the ball.
I agree since most receivers are 'Speed' arches, but not all receivers are built like that. For the OP, Thermon kinda nailed it. Receivers with the ability to out-jump their defenders and that use Jump Catch and such things, it mostly comes into play when the pass is off target OR when it's part of the 'catch process' and simply gives the receiver a small advantage over the defenders that it can out-jump.
opi00
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oh hey thanks guys. I just was watching replays, and they're hard to find, but lofty passers seemed to lay it in there when they throw deeper on replays. i am using -75 which seems consistent for shorter passing so far. I will see if I can find examples or maybe I am seeing things.
Originally posted by opi00
oh hey thanks guys. I just was watching replays, and they're hard to find, but lofty passers seemed to lay it in there when they throw deeper on replays. i am using -75 which seems consistent for shorter passing so far. I will see if I can find examples or maybe I am seeing things.
I use 10 on my QB and have been for awhile until he gets older and I'm told otherwise. Catching in general at your dots age no matter the settings doesn't come easy since their attributes are low. On top of that you're on a CPU team.
oh hey thanks guys. I just was watching replays, and they're hard to find, but lofty passers seemed to lay it in there when they throw deeper on replays. i am using -75 which seems consistent for shorter passing so far. I will see if I can find examples or maybe I am seeing things.
I use 10 on my QB and have been for awhile until he gets older and I'm told otherwise. Catching in general at your dots age no matter the settings doesn't come easy since their attributes are low. On top of that you're on a CPU team.
Dave Mr Majors
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I don't necessarily agree with Thermon's assessment.
I think that bullet vs. lofty is exactly what it seems to be...a trajectory setting. That is kinda sad because each play has different routes, that require different throws. Sometimes you need to get the ball there on a rope. Sometimes you need to put some air under it and let the receiver run under the ball. This one size fits all approach to a throwing trajectory setting is poor.
The speed of the throw is a result of the trajectory setting. If you are set to pure bullet, your QB has to throw the ball really hard to get it to the target.
I think that bullet vs. lofty is exactly what it seems to be...a trajectory setting. That is kinda sad because each play has different routes, that require different throws. Sometimes you need to get the ball there on a rope. Sometimes you need to put some air under it and let the receiver run under the ball. This one size fits all approach to a throwing trajectory setting is poor.
The speed of the throw is a result of the trajectory setting. If you are set to pure bullet, your QB has to throw the ball really hard to get it to the target.
Originally posted by Dave Mr Majors
I don't necessarily agree with Thermon's assessment.
I think that bullet vs. lofty is exactly what it seems to be...a trajectory setting. That is kinda sad because each play has different routes, that require different throws. Sometimes you need to get the ball there on a rope. Sometimes you need to put some air under it and let the receiver run under the ball. This one size fits all approach to a throwing trajectory setting is poor.
The speed of the throw is a result of the trajectory setting. If you are set to pure bullet, your QB has to throw the ball really hard to get it to the target.
Kind of, yeah. But add to that an old memory I've got about Bort (most likley done in the old Q&A files) saying that Bullet/lofty also effected accuracy as well... and, I suspect, the overall 'speed of the pass' which would explain why catching a 'bullet pass' is harder to do than catching a 'lofty' one. What I'll never understand is why they simply didn't tie the 'type of pass' right into Vision (best skill I can think of since 'intelligence' wasn't an option) and let the AI allow the QB to CHOOSE which pass to throw during the play??? Seriously... QB's generally don't throw 'Bullet passes' on screens and, likewise, don't throw 'lofty passes' on quick slants. It's one aspect (of many) of the game I think WG kinda blew it. IMO.
I don't necessarily agree with Thermon's assessment.
I think that bullet vs. lofty is exactly what it seems to be...a trajectory setting. That is kinda sad because each play has different routes, that require different throws. Sometimes you need to get the ball there on a rope. Sometimes you need to put some air under it and let the receiver run under the ball. This one size fits all approach to a throwing trajectory setting is poor.
The speed of the throw is a result of the trajectory setting. If you are set to pure bullet, your QB has to throw the ball really hard to get it to the target.
Kind of, yeah. But add to that an old memory I've got about Bort (most likley done in the old Q&A files) saying that Bullet/lofty also effected accuracy as well... and, I suspect, the overall 'speed of the pass' which would explain why catching a 'bullet pass' is harder to do than catching a 'lofty' one. What I'll never understand is why they simply didn't tie the 'type of pass' right into Vision (best skill I can think of since 'intelligence' wasn't an option) and let the AI allow the QB to CHOOSE which pass to throw during the play??? Seriously... QB's generally don't throw 'Bullet passes' on screens and, likewise, don't throw 'lofty passes' on quick slants. It's one aspect (of many) of the game I think WG kinda blew it. IMO.
TJ Spikes
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Originally posted by Theo Wizzago
What I'll never understand is why they simply didn't tie the 'type of pass' right into Vision (best skill I can think of since 'intelligence' wasn't an option) and let the AI allow the QB to CHOOSE which pass to throw during the play??? Seriously... QB's generally don't throw 'Bullet passes' on screens and, likewise, don't throw 'lofty passes' on quick slants. It's one aspect (of many) of the game I think WG kinda blew it. IMO.
IMO... it was an attempt to get more 300 flex players on a team. You could optimize one QB for bombs, and another for short range surgery.
What I'll never understand is why they simply didn't tie the 'type of pass' right into Vision (best skill I can think of since 'intelligence' wasn't an option) and let the AI allow the QB to CHOOSE which pass to throw during the play??? Seriously... QB's generally don't throw 'Bullet passes' on screens and, likewise, don't throw 'lofty passes' on quick slants. It's one aspect (of many) of the game I think WG kinda blew it. IMO.
IMO... it was an attempt to get more 300 flex players on a team. You could optimize one QB for bombs, and another for short range surgery.
Originally posted by TJ Spikes
IMO... it was an attempt to get more 300 flex players on a team. You could optimize one QB for bombs, and another for short range surgery.
Ah. Gotcha. Danke.
IMO... it was an attempt to get more 300 flex players on a team. You could optimize one QB for bombs, and another for short range surgery.
Ah. Gotcha. Danke.
Guppy, Inc
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i already have my QB set to 100% open man, yet he continually throws into double and triple coverage. what settings should i be using to limit that?
thermon
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Originally posted by Guppy, Inc
i already have my QB set to 100% open man, yet he continually throws into double and triple coverage. what settings should i be using to limit that?
scramble and run often... if you're throwing into triple coverage that means the defense must be dropping 8 and rushing 3. There's no cure for that except better routes, or a QB that can pick up a few yards on the ground.
i already have my QB set to 100% open man, yet he continually throws into double and triple coverage. what settings should i be using to limit that?
scramble and run often... if you're throwing into triple coverage that means the defense must be dropping 8 and rushing 3. There's no cure for that except better routes, or a QB that can pick up a few yards on the ground.
Originally posted by thermon
scramble and run often... if you're throwing into triple coverage that means the defense must be dropping 8 and rushing 3. There's no cure for that except better routes, or a QB that can pick up a few yards on the ground.
Receivers with Catch Fake and Juke
scramble and run often... if you're throwing into triple coverage that means the defense must be dropping 8 and rushing 3. There's no cure for that except better routes, or a QB that can pick up a few yards on the ground.
Receivers with Catch Fake and Juke
Guppy, Inc
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Originally posted by reddogrw
Receivers with Catch Fake and Juke
thats how they open, but how do i make the qb understand that they arent open and not to throw it? or is it something in the AI progressions that i've missed that says throw it no matter what? or if only 1 progression is listed, will the qb throw it no matter what?
Receivers with Catch Fake and Juke
thats how they open, but how do i make the qb understand that they arent open and not to throw it? or is it something in the AI progressions that i've missed that says throw it no matter what? or if only 1 progression is listed, will the qb throw it no matter what?
buckets99
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I think agility controls how quickly a qb can go through progressions. vision and confidence probably have a role in the trigger pull.
probably wrong but everytime i see one of those running qbs on a pass play they just zip through progressions, even going back to the original guy.
probably wrong but everytime i see one of those running qbs on a pass play they just zip through progressions, even going back to the original guy.
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