Do you know about building dots, game planning, scouting, stadiums, finances/contracts? It might be best to join a team as a dot builder first before owning a team and getting an idea how, when and why things happen on a team.
Forum > FAQ's, Player Guides and Newbie Help > Building A Team.
Pwned
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Originally posted by Sonic
Do you know about building dots, game planning, scouting, stadiums, finances/contracts? It might be best to join a team as a dot builder first before owning a team and getting an idea how, when and why things happen on a team.
Furthermore, step two would be learning to tinker with Offense and Defense AI and Tactics settings. You can only truly account on yourself being able to put in the time and effort, so you need to be able to step in and coordinate game plans without anyone elses help. The best owners may not build all the dots, but can surely do it all on their own otherwise.
Edit - Feel free to PM me for help whenever.
Do you know about building dots, game planning, scouting, stadiums, finances/contracts? It might be best to join a team as a dot builder first before owning a team and getting an idea how, when and why things happen on a team.
Furthermore, step two would be learning to tinker with Offense and Defense AI and Tactics settings. You can only truly account on yourself being able to put in the time and effort, so you need to be able to step in and coordinate game plans without anyone elses help. The best owners may not build all the dots, but can surely do it all on their own otherwise.
Edit - Feel free to PM me for help whenever.
Edited by Pwned on Mar 31, 2015 20:25:26
Muha Killer
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I would rather learn hands on. But it takes failing to succeed so I'm fine with not doing great. I've filled all the starter positions on my team for offense already and I feel good, now all I feel like I have left is too fill my defensive starters and add depth to both sides.
If you want some non boosters as backups, I'll make whatever is needed. Just send me a pm.
Originally posted by ProfessionalKop
Inb4 lex or AC Post about my DAI
That DAI? It's only the BEST DAI ever made!!
Inb4 lex or AC Post about my DAI
That DAI? It's only the BEST DAI ever made!!
Got us two MVPs the same season. My OAI and DAI are the best.
Moretti
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Originally posted by Pwned
Furthermore, step two would be learning to tinker with Offense and Defense AI and Tactics settings. You can only truly account on yourself being able to put in the time and effort, so you need to be able to step in and coordinate game plans without anyone elses help. The best owners may not build all the dots, but can surely do it all on their own otherwise.
Edit - Feel free to PM me for help whenever.
he has a casual team...
Furthermore, step two would be learning to tinker with Offense and Defense AI and Tactics settings. You can only truly account on yourself being able to put in the time and effort, so you need to be able to step in and coordinate game plans without anyone elses help. The best owners may not build all the dots, but can surely do it all on their own otherwise.
Edit - Feel free to PM me for help whenever.
he has a casual team...
Muha Killer
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Originally posted by Moretti
he has a casual team...
^ what he said, When I decide to dive into that stuff, I'll have coaches.
But if anyone else would like to make some dots for my team, I'd greatly appreciate it.
he has a casual team...
^ what he said, When I decide to dive into that stuff, I'll have coaches.
But if anyone else would like to make some dots for my team, I'd greatly appreciate it.
Originally posted by ProfessionalKop
Got us two MVPs the same season. My OAI and DAI are the best.
Originally posted by Muha Killer
^ what he said.
Got us two MVPs the same season. My OAI and DAI are the best.
Originally posted by Muha Killer
^ what he said.
Muha Killer
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UPDATE: I have filled every starting position. The only thing I have left is too create depth within the team. So if anyone would like to help with depth. I could use some defensive players to depth players!
Muha Killer
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Besides building depth. Is anyone. Here good with special teams? I have a returner but outside of that I have no fucking idea of where to put people or anything
rileyx4
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First off I aim to use every player so I open two depth charts. I start with the offense and the kickoff returns, punt returns, and extra point teams. I use the backup players as starters and the starters as backups in the special teams dc. Defense with the kickoff, punt and FG block teams.
Kickoff return
(FBs and TEs are the only slots that generally do not have backups unless there are STOPs to fill in. This is because they tend to not get as many regular plays since they are specialized positions)
OU1 & OU4 - best pancakers such as C, G or OT
OU2 & OU3 - speedy players such as WRs, TEs, or really fast STOPs 100+ speed (Speed and agility are key here to make contact. Next but equally important is the ability to hold the block.)
BW1 & BW3 - fastest blocking FBs or TEs fast STOPs work as well if they can block 90+ speed
BW2 - run slowest runblocking FB or TE
FW1 FW2 FW3 - remaining linemen with the fastest in the middle.
Punt return
(FBs and TEs are the only slots that generally do not have backups unless there are STOPs to fill in. This is because they tend to not get as many regular plays since they are specialized positions)
SE1 - Fastest player such as WR, TE or STOP 120+ speed
SE2 - Best pancaker 120 strength
PP2 - fastest and good blocking FB, TE or STOP (This guy has to pick up the gunner that SE2 will miss half the time. It is ok if SE2 misses the block as long as PP2 makes it because SE2 will seal off the backside and give the PR a giant hole to the endzone.)
PP1 - The next best ans speedy FB, TE or STOP
ER1 & ER2 - Blocking FB, TE or STOP if you can get a pancake here you will be doing good.
DL1 to DL4 remaining O linemen
Kickoff Team
IN1 & IN4 - LBs or STOPs IN4 can be a gunner but IN3 must be close to the same speed to draw a double team
IN2 & IN3 - DEs or STOPs These guys take on the best blockers so I like DEs also if IN3 is as fast as IN4, IN3 will generally eat two blocks so IN4 gets a free shot at the KR.
OU1 & OU6 - I am going with DTs or strong DEs this season because many teams are putting their strongest linemen on the outside to boost their KR if the kickoff is kicked to the left or right. The key here is to not give up a pancake or even better to cause a revcake.
OU2 & OU5 - These are gunners I prefer SS at OU2 and FS at OU5 Or STOPs
OU3 & OU4 - any speedy defender that needs plays. I usually use the 4th and 5th CBs
Punt Team
LS - C (I like the C because he is strong and reverses blockers but an NT could work if he needs plays.)
PP - SS or FS which ever is fastest
SE1 - best gunner that can break blocks because they tend to face the other teams best blocker. I like LBs, SSs, or STOPs.
SE2 - speedy gunner FS, CB or STOP
SB1 & SB2 - with the changes to punt coverage this is kind of a place for fast players that need plays such as LBs or CBs. Keep an eye on these guys and make sure they don't get pancaked too much on the initial block.
LT & RT - DEs, LBs, or STOPs these guys actually can get a clean shot at the PR with the changes but they must survive the initial block.
LG & RG - DTs or DEs these guys generally just eat blocks like the LS. If they can get a revcake that is even better because they will draw blockers away from gunners.
Field Goal Team
Fill in the slots as if it were the offense. Use the backups as starters and starters as backups so each slot has 2 players. Fill UB1 with both HBs and UB2 with both FBs, TE1 with both TEs and TE2 with two WRs that need plays.
Field Goal Block Team
Just fill in all the backup defenders as starters and starters as backups in their appropriate positions. I tend to move the RDE in at one of the extra DT slots and use LBs at the RDE slot. Then I will fill in the open LB slot with the SS because there is no slot for them. This helps prevent any free pancakes from the other team.
*************************************************************************************************
It is all about theory imo. If you don't have a unified theory for your special teams you won't do well. I like to think of my STOPs as:
FW x 3
BW x 3
KR/PR x 2
Other x 2
Your three Front wedge players need to be built the same and your back wedge needs to be built the same. If one has way more vision than the others, it breaks down the coverage because he finds who he should block and the others might double-up or run past their man. I like speed and strength on these boys.
Your Back wedge players need to be built the same. I like to think of them as having a similar build to the KR, but with blocking instead of carrying.
But again... it is about having a theory of the system. My theory is balance between blocking and breaking blocks. When I'm done I'm going to have most of my STOPs with two pieces of hold block chance, a break block chance, and then one of avoid fake, make tackle, or a second break block piece.
I don't care about forcing fumbles. There are enough teams out there trying to do that, that a minimal investment in it isn't going to pay out, and that investment comes at the cost of offense.
I like to roll:
Speed/Agility/Strength/Blocking/Tackling/Vision/Stamina on all my STOPs, but again, I like to block them into groups:
Back Wedge - Speed 8:1 cap, Agility 7:1 cap, Vision 4:1 cap, Strength 5:1 cap, Blocking 5:1 cap, Tackling 4:1 cap, Stamina 3:1 cap, Confidence 2:1 cap. Quick Cut is a must on these dots, and I like to make them short and slim. Equipment to match the KR.
Front Wedge - Strength 8:1 cap, Speed 7:1 cap, Agility 6:1 cap, Blocking 5:1 cap, Vision 3:1 cap, Tackling 5:1 cap, Stamina 3:1 cap, Confidence 2:1 cap. Quick Cut is good, so is First Step. Blocking SAs are also good. Equipment balanced between Strength, Speed, and Agility to meet the need, but I like 26 points in Strength at least.
Others - I like to make these balanced. 7:1 caps in Strength, Speed, Agility, 6:1 in Blocking, 6:1 tackling, 4:1 vision, 3:1 Stamina, 2:1 Confidence. Mix the equipment up, but I like 26 points into Agility for those wing cuts.
KR (WR Returner Arch imo) - Speed to 8:1 cap, Agility to 7:1 cap, Carrying to 7:1 cap, Strength to 6:1, Vision to 5:1, Confidence to 3:1. Lots of points into ability trees. Return Specialist SA obviously on the button.
My secret weapon at the low levels was a STOP DT with 10 points in Aura of Intimidation. Most dots don't cap confidence for a long time, and having 10 points on Aura in the middle of a punt or field goal dropped tons of morale from the players up the middle. Not surprising how often the middle is open for my KR/PR late in the game.
Kickoff return
(FBs and TEs are the only slots that generally do not have backups unless there are STOPs to fill in. This is because they tend to not get as many regular plays since they are specialized positions)
OU1 & OU4 - best pancakers such as C, G or OT
OU2 & OU3 - speedy players such as WRs, TEs, or really fast STOPs 100+ speed (Speed and agility are key here to make contact. Next but equally important is the ability to hold the block.)
BW1 & BW3 - fastest blocking FBs or TEs fast STOPs work as well if they can block 90+ speed
BW2 - run slowest runblocking FB or TE
FW1 FW2 FW3 - remaining linemen with the fastest in the middle.
Punt return
(FBs and TEs are the only slots that generally do not have backups unless there are STOPs to fill in. This is because they tend to not get as many regular plays since they are specialized positions)
SE1 - Fastest player such as WR, TE or STOP 120+ speed
SE2 - Best pancaker 120 strength
PP2 - fastest and good blocking FB, TE or STOP (This guy has to pick up the gunner that SE2 will miss half the time. It is ok if SE2 misses the block as long as PP2 makes it because SE2 will seal off the backside and give the PR a giant hole to the endzone.)
PP1 - The next best ans speedy FB, TE or STOP
ER1 & ER2 - Blocking FB, TE or STOP if you can get a pancake here you will be doing good.
DL1 to DL4 remaining O linemen
Kickoff Team
IN1 & IN4 - LBs or STOPs IN4 can be a gunner but IN3 must be close to the same speed to draw a double team
IN2 & IN3 - DEs or STOPs These guys take on the best blockers so I like DEs also if IN3 is as fast as IN4, IN3 will generally eat two blocks so IN4 gets a free shot at the KR.
OU1 & OU6 - I am going with DTs or strong DEs this season because many teams are putting their strongest linemen on the outside to boost their KR if the kickoff is kicked to the left or right. The key here is to not give up a pancake or even better to cause a revcake.
OU2 & OU5 - These are gunners I prefer SS at OU2 and FS at OU5 Or STOPs
OU3 & OU4 - any speedy defender that needs plays. I usually use the 4th and 5th CBs
Punt Team
LS - C (I like the C because he is strong and reverses blockers but an NT could work if he needs plays.)
PP - SS or FS which ever is fastest
SE1 - best gunner that can break blocks because they tend to face the other teams best blocker. I like LBs, SSs, or STOPs.
SE2 - speedy gunner FS, CB or STOP
SB1 & SB2 - with the changes to punt coverage this is kind of a place for fast players that need plays such as LBs or CBs. Keep an eye on these guys and make sure they don't get pancaked too much on the initial block.
LT & RT - DEs, LBs, or STOPs these guys actually can get a clean shot at the PR with the changes but they must survive the initial block.
LG & RG - DTs or DEs these guys generally just eat blocks like the LS. If they can get a revcake that is even better because they will draw blockers away from gunners.
Field Goal Team
Fill in the slots as if it were the offense. Use the backups as starters and starters as backups so each slot has 2 players. Fill UB1 with both HBs and UB2 with both FBs, TE1 with both TEs and TE2 with two WRs that need plays.
Field Goal Block Team
Just fill in all the backup defenders as starters and starters as backups in their appropriate positions. I tend to move the RDE in at one of the extra DT slots and use LBs at the RDE slot. Then I will fill in the open LB slot with the SS because there is no slot for them. This helps prevent any free pancakes from the other team.
*************************************************************************************************
It is all about theory imo. If you don't have a unified theory for your special teams you won't do well. I like to think of my STOPs as:
FW x 3
BW x 3
KR/PR x 2
Other x 2
Your three Front wedge players need to be built the same and your back wedge needs to be built the same. If one has way more vision than the others, it breaks down the coverage because he finds who he should block and the others might double-up or run past their man. I like speed and strength on these boys.
Your Back wedge players need to be built the same. I like to think of them as having a similar build to the KR, but with blocking instead of carrying.
But again... it is about having a theory of the system. My theory is balance between blocking and breaking blocks. When I'm done I'm going to have most of my STOPs with two pieces of hold block chance, a break block chance, and then one of avoid fake, make tackle, or a second break block piece.
I don't care about forcing fumbles. There are enough teams out there trying to do that, that a minimal investment in it isn't going to pay out, and that investment comes at the cost of offense.
I like to roll:
Speed/Agility/Strength/Blocking/Tackling/Vision/Stamina on all my STOPs, but again, I like to block them into groups:
Back Wedge - Speed 8:1 cap, Agility 7:1 cap, Vision 4:1 cap, Strength 5:1 cap, Blocking 5:1 cap, Tackling 4:1 cap, Stamina 3:1 cap, Confidence 2:1 cap. Quick Cut is a must on these dots, and I like to make them short and slim. Equipment to match the KR.
Front Wedge - Strength 8:1 cap, Speed 7:1 cap, Agility 6:1 cap, Blocking 5:1 cap, Vision 3:1 cap, Tackling 5:1 cap, Stamina 3:1 cap, Confidence 2:1 cap. Quick Cut is good, so is First Step. Blocking SAs are also good. Equipment balanced between Strength, Speed, and Agility to meet the need, but I like 26 points in Strength at least.
Others - I like to make these balanced. 7:1 caps in Strength, Speed, Agility, 6:1 in Blocking, 6:1 tackling, 4:1 vision, 3:1 Stamina, 2:1 Confidence. Mix the equipment up, but I like 26 points into Agility for those wing cuts.
KR (WR Returner Arch imo) - Speed to 8:1 cap, Agility to 7:1 cap, Carrying to 7:1 cap, Strength to 6:1, Vision to 5:1, Confidence to 3:1. Lots of points into ability trees. Return Specialist SA obviously on the button.
My secret weapon at the low levels was a STOP DT with 10 points in Aura of Intimidation. Most dots don't cap confidence for a long time, and having 10 points on Aura in the middle of a punt or field goal dropped tons of morale from the players up the middle. Not surprising how often the middle is open for my KR/PR late in the game.
Muha Killer
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In the final stretch of building my team.
NEEDS: 2 DT 2 DE 1 LB 1 P
if anyone knows of someone with level 1-4 day 0 players. Please message me. Need depth
NEEDS: 2 DT 2 DE 1 LB 1 P
if anyone knows of someone with level 1-4 day 0 players. Please message me. Need depth
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