Some folks need reading comprehension...
Originally posted by Juke
The player will make a quick move one direction, and then go the other way. This fake can badly throw off defenders, especially those who have low agility and vision. This is more effective than a head fake, but takes more agility to pull off successfully
This skill is important for all players who carry the ball a lot. Even an extra split second of reaction time can mean the difference between a tackle and a big gain.
Additional Levels:
Increases the chance the defender will be fooled by the fake.
So, there are two things to take away.
#1 - It needs more agility than head fake to fire
#2 - When it fires, the higher your level in Juke, the greater chance to fool the defender.
What does this mean? Agility is the trigger, the higher the more it will fire. Levels in Juke determines the "quality" of the juke. It doesn't matter if your Juke fires all the time because of a high agility, if you have 2 points in Juke you won't fool many excellent defenders.
Originally posted by Sticky Hands
This player has exceptional catching abilities, as if his hands were covered in glue. The Sticky Hands skill gives the player a bonus to catching passes, including interceptions.
This skill seems to work even better in clutch situations, like 3rd and long plays, or in the last two minutes of the game.
Additional Levels:
Increases the bonus to catching passes.
In this case, it clearly states it gives a bonus to catching passes. Therefore, the higher your ability to catch passes, the the higher your bonus to catching passes.
10% bonus to a 50% chance to catch a pass makes that 55%! 10% bonus to a 30% chance of catching passes is 33%. A Difference between +5% and +3%. Of course, the higher your ability to catch passes, the less you need the SA!
Originally posted by Defense General
This LB is able to inspire the defense to perform better. The Defense General skill only applies if the LB is in the MLB or an ILB spot. It gives the entire secondary a boost to morale and stamina right before the snap.
This skill is very important for LBs who will play the MLB spot. It makes all the defenders around him better.
Additional Levels:
Increases the chance of the skill working, and the strength of the morale and stamina boost.
As you can see in the defense general skill, there is no mention of it needed something to activate or that it increases the chance of something happening. All it mentions is more levels increase the chance of it working and the boost it gives.
Folks who think CONF have any factor in the General Skills are selling some vaporware.
Originally posted by Juke
The player will make a quick move one direction, and then go the other way. This fake can badly throw off defenders, especially those who have low agility and vision. This is more effective than a head fake, but takes more agility to pull off successfully
This skill is important for all players who carry the ball a lot. Even an extra split second of reaction time can mean the difference between a tackle and a big gain.
Additional Levels:
Increases the chance the defender will be fooled by the fake.
So, there are two things to take away.
#1 - It needs more agility than head fake to fire
#2 - When it fires, the higher your level in Juke, the greater chance to fool the defender.
What does this mean? Agility is the trigger, the higher the more it will fire. Levels in Juke determines the "quality" of the juke. It doesn't matter if your Juke fires all the time because of a high agility, if you have 2 points in Juke you won't fool many excellent defenders.
Originally posted by Sticky Hands
This player has exceptional catching abilities, as if his hands were covered in glue. The Sticky Hands skill gives the player a bonus to catching passes, including interceptions.
This skill seems to work even better in clutch situations, like 3rd and long plays, or in the last two minutes of the game.
Additional Levels:
Increases the bonus to catching passes.
In this case, it clearly states it gives a bonus to catching passes. Therefore, the higher your ability to catch passes, the the higher your bonus to catching passes.
10% bonus to a 50% chance to catch a pass makes that 55%! 10% bonus to a 30% chance of catching passes is 33%. A Difference between +5% and +3%. Of course, the higher your ability to catch passes, the less you need the SA!
Originally posted by Defense General
This LB is able to inspire the defense to perform better. The Defense General skill only applies if the LB is in the MLB or an ILB spot. It gives the entire secondary a boost to morale and stamina right before the snap.
This skill is very important for LBs who will play the MLB spot. It makes all the defenders around him better.
Additional Levels:
Increases the chance of the skill working, and the strength of the morale and stamina boost.
As you can see in the defense general skill, there is no mention of it needed something to activate or that it increases the chance of something happening. All it mentions is more levels increase the chance of it working and the boost it gives.
Folks who think CONF have any factor in the General Skills are selling some vaporware.






























