Originally posted by Sellars It has already been proven VIA the test server how suck CNF is on a QB. It's total poop and I wouldn't waste my time bringing it over about 60-65~ish.
Thanks Sellars. I had always felt CNF effected a QB's decision making (like NOT throwing the ball to open receivers because of a lack of confidence) but this kinda dispels that thought. Appreciate much.
Originally posted by Theo Wizzago Thanks Sellars. I had always felt CNF effected a QB's decision making (like NOT throwing the ball to open receivers because of a lack of confidence) but this kinda dispels that thought. Appreciate much.
Why would you think that,
QBs throw into double+ coverage way more often than they should.
Originally posted by Theo Wizzago Thanks Sellars. I had always felt CNF effected a QB's decision making (like NOT throwing the ball to open receivers because of a lack of confidence) but this kinda dispels that thought. Appreciate much.
If u want the exact results Bhall may still have the link somewehere
# of passes attempted - 477 # of bad throws - 53 (11.11%) # of times hurried - 113 (23.69%) # of times bad throw was caused by hurry - 45 (9.43%)
Conclusion - I ran these games with the same offensive AI and same base defensive AI. As you can see I do not feel there is much of a noticeable difference from 100 confidence to 50 confidence.
Originally posted by snakes22 ^ this was simply a test of confidence vs pressure defense.. More confidence should be able to stay calm under pressure.
But who knows if confidence has a direct link to reading progressions or pass quality
Your getting more STR/VIS/THR as well as other shit in place of all that CNF, so u get more PQ% as well as PD% in exchange. From 50 CNF to 75 CNF the actual % of times a hurry itself resulted in a bad throw was higher at 75 then it was at 50, it did however go back down taking up to 100. So I don't think this test was conclusive enough in regards to if CNF lowers bad throw rate on hurries. The key telling part of the whole thing was hurries themselves decreased as CNF went up, to me this says simply one thing, more CNF = defender has to be closer to apply pressure. That is it. Bad throws as a whole barely changed from 50 to 100 CNF and at the end up the day nobody really cares about a few less hurries if they fail to lower total number of bad throws, bad throws are really the only important stat in that whole test tbh.
The one thing I noticed is, while not a HUGE difference, (and no difference really in completion percentages) the number of "hurries" increases and the "bad throw" percentages also. Again... not a lot... but it's there. Still, I'm guessing Sellars is right that the SP's you DON'T spend on CNF that you DO spend on more important skills, has a better end benefit. That's my take from it all.