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Forum > Suggestions > Epic Suggestions > Veteran Abilities Suggestion Thread
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Vapor Trail: The QB throws the ball so hard that the opposition can't react to it. Defenders get a 2 to 3% confidence, stamina, and or vision negative hit.


The perquisites are the passing slider should be on anything through - 60 to 100 on bullet which involves the passing style. The other requirement is that strength should be on the 74 cap. the bullet and strength options are what activates this proposed VA .
Edited by Tribal Warfare on Feb 13, 2010 00:01:20
Edited by Tribal Warfare on Feb 13, 2010 00:00:34
Edited by Tribal Warfare on Feb 12, 2010 23:58:45
Edited by Tribal Warfare on Feb 12, 2010 23:57:11
 
Fumanchuchu
fonky
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Half stole this from the SA thread.

Every Down Back: Each level gives +2% to broken tackles when running style is set between -50 and +50.

Give some love to balanced runners.

alternatively, each level could gain +1% to broken takles and +1% to fakes when running style is set between -50 and +50.
 
Kblitz
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Originally posted by MIA99
Originally posted by Ronnie Brown 23

Gambler VA - Defense

This player takes risks while playing pass defense. For every point in the Gambler VA, this player suffers a 1% penalty to deflecting passes, but gains a 3% bonus to intercepting passes.


This is good dude


 
LionsLover
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Originally posted by Kblitz
Originally posted by MIA99

Originally posted by Ronnie Brown 23


Gambler VA - Defense

This player takes risks while playing pass defense. For every point in the Gambler VA, this player suffers a 1% penalty to deflecting passes, but gains a 3% bonus to intercepting passes.


This is good dude




only question is if it is overpowered or not
I could see maybe 1 for 1 or maybe 1 for 2, but 1 for 3 is a bit much. Then again, we don't know what the %s are now so it may not matter if it's 1 for 10.
 
william78
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My VA Ideas for Season 15.
I originally looked at these as new SA’s for the archtypes but think most of them are better functioning as VA’s since they can apply to multiple builds.

Offense(General)
PATIENT PASSER – When being hurried(and about be sacked), if this QB has not found an “open” receiver he may put the ball “where only his guy can catch it” this will cause a throw that is more difficult for the receiver to catch but nearly impossible for the defense to intercept. The receiver will have to successfully execute a jumping, diving, or one-handed catch to make the grab but the defender is several penalized while attempting to intercept it.

CUT BACK – This runner back is adept at recognizing when a running play is going nowhere fast. On a run to the right, if the right side has more defenders than blockers (vision check must be passed) this runningback will slowdown and “cutback” to the left side attempting to avoid the overload.
Note: Can cause a slightly increased chance of fumbling if the player is hit at the exact moment he decelerates to “cut back”

Offense(HB or FB)
LEAK OUT. This back is particularly adept at recognizing when there is no one for him to block after all, and “leaking out” and running a route after a second or two. As the defenders are already in coverage on other players this can provide the QB a good safety valve option in the passing game.

Offense (WR or TE)
SHIELD THE BALL. This receiver is adept at keeping defenders behind him when the pass is coming his way; when being covered by a player smaller and weaker (STR) than he is; and running a route combing back to the quarterback or lateral of the line of scrimmage this WR will be able to use his body to shield the defender away from deflecting the ball. At this point he need only make a successful catch roll and avoid having the ball “knocked loose” by the defender hitting him from behind; however no “in air” deflection will occur, no matter how tight the coverage.

Offense (T)
REDIRECT. This tackle is particularly adept at using his balance and strength against high speed, low strength rushers and “redirecting” their initial speed burst (i.e. their speed/combined with first step). If this is done from one of the tackle positions the defender will find themselves 1-4 yards behind the QB (slight chance they lose their balance and fall down-agility check).

Defense(General)

FAKE BLITZ. (Works when playing LB or defensive back) This player, is adept at making the QB , offensive lineman and blocking backs believe he intends to blitz. The QB may audible for more protection or the lineman may account for this LB as if he is going to blitz. The QB, lineman, and blocking backs (if any) will have to roll a successful post-snap vision check in order to realize this LB is in fact, not blitzing.

DISGUISE BLITZ. (Works when playing LB or defensive back) This player is adept at waiting a half second before engaging his blitz move, when successfully executed this will confuse the QB, offensive line, and blocking backs into not recognizing a blitz is coming. All of these offensive players will have to roll a successful post-snap vision check to pick this LB back up.

(Middle/Inside Linebacker)
SCAN THE OFFENSE. This player studies hard on game film during the week and when playing Middle or Inside Linebacker is cleary the defensive captain. On passing plays this LB has a chance to “read” which receivers will be going out for a pass and then relaying that information to his defensive teammates.
For Example – This player reads that the TE will be staying in to pass block, the LOLB is set as first option to man cover the TE, now the LOLB needs make no vision check and will instantly go to his second option (i.e. double covering another player, zone, or blitz, whatever the DC has set in the play progression).

(When playing FS or SS)
TATTOO. This SA will not effect the current play however the thundering-rib cracking hit this defender puts on a WR or receiving TE, catching a pass between the hash marks, can have a lasting effect on their ability to perform for subsequent plays. On a “Tattoo” hit if the receiver fails a confidence check some subsequent plays he will “hear footsteps” and suffer a penalty to his catching and carrying score making it more likely he will drop the pass or have it knocked loose.
 
Kblitz
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Originally posted by Kblitz
Mr. Trash Talk

This player really knows how to press people's buttons and get inside your head. He also builds off his opponents frustration by playing even harder the next down.

Everything this player makes a tackle, fumble, or interception there is a 3% chance to demoralize the player who was hit by 2%. Everytime this is successful the player who made the tackle, fumble, or interception gets a 1% increase in morale and a .2 boost in speed and Strength but only directly after that play


 
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One in a Moss??? WR only

This player gets a 5% boost to speed, agility, catching, and jumping on passing plays/routes over 50 yards until a pass over 50 yards is caught. After that, said skills take a 5% hit on routes over 50 yards.

This is pretty raw and sounded a lot better in my head, so suggestions/tweaks would be appreciated. I'm pretty sure this would actually never work and be really overpowered. Probably shouldn't add this.
Edited by MIA99 on Feb 22, 2010 12:50:50
 
JazzMaster
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I like some of the ideas about adding a VA to help increase the chances of interceptions. +1 on anything that has to do with creating picks from my end, so I won't add any thing to that realm. However this VA is similar but a little different.

Pick Six
This player gets an adrenaline boost after making an interception and has a nose for the endzone. Each level of Pick Six gives a +1% bonus to speed, and agility and a +5% bonus to breaking tackles.

It's powerful yes, but it only activates a couple of times over the entire season.
 
coleman123
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for blocking-
kick slide
gives 15% bonus to blocking stat when blocking a player moving to the outside
requrements-65 blocking
 
Mr Clutch
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Lion Heart-
Description
This player has a Heart that no one can break he is willing to take the hits and be very consistent.
Running Style must be -50 and you get a 5% Bonus to breaking tackles / Power Through gets a 5% Bonus / Morale will go down less but stamina will go down a little bit more.
Help's if you get alot of carries and if you get Big Hit and Monster Hit Alot.

40 Yard Dasher-
Description
This player is very consistent trying to get a better time everytime he runs the 40 Yard Dash.
You will get 5% Speed Bonus for each level of 40 Yard Dasher / First Step Bonus 5%.
This will help if you need to out run the SS's, FS's, and LB's.
Edited by Ryukashin on Mar 8, 2010 21:27:37
Edited by Ryukashin on Mar 8, 2010 21:25:20
Edited by Ryukashin on Mar 8, 2010 21:17:43
Edited by Ryukashin on Mar 8, 2010 21:17:21
Edited by Ryukashin on Mar 8, 2010 21:16:42
 
Mr Clutch
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When Playing QB
Smile-
Description
This QB will smile into the face's of Linebacker's when they Snarl, Growl, and Trash Talking.
This player get's Bonus to Confidence 5% and rarely get effective to Snarl, Growl, and, Trash Talking abilities.
Edited by Ryukashin on Mar 8, 2010 21:26:13
Edited by Ryukashin on Mar 8, 2010 21:25:31
 
Greenday4537
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Originally posted by Ryukashin
Lion Heart-
Description
This player has a Heart that no one can break he is willing to take the hits and be very consistent.
Running Style must be -50 and you get a 5% Bonus to breaking tackles / Power Through gets a 5% Bonus / Morale will go down less but stamina will go down a little bit more.
Help's if you get alot of carries and if you get Big Hit and Monster Hit Alot.

40 Yard Dasher-
Description
This player is very consistent trying to get a better time everytime he runs the 40 Yard Dash.
Running Style must be +50 and you will get 5% Speed Bonus for each level of 40 Yard Dasher / First Step Bonus 5%.
This will help if you need to out run the SS's, FS's, and LB's.


Absolutely NOT. 5% bonus to Power Through? Are you nuts? That could end up as a 75% bonus to Power Through, making it impossible to stop. Also, 5% bonus to speed AND/OR First Step? That's nuts. That'd mean guys with almost 200 in speed. Horrible, horrible idea.
 
Staz
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I'm not updating this thread until the Archetypes, the new SAs, and some serious sim issues are addressed.
 
pottsman
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The thread K and P SA's has been merged into this thread
 
Ghetto Witch Dr
Big Baller Hauler
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TITLE SHOULD HAVE BEEN:
K AND P VA'S


Hello,

A few of us GLBers have been talking and we were asking around about SA's for the K/P with the Archetypes coming out. We have put together a few ideas and here they are:

Kicker:

Cool Kicker---Relaxed, Calm and Cool under pressure. This player has ice water in his veins when it comes to putting the ball through the uprights when his team really needs him the most. Nothing bothers him. (Think Adam Vinatieri)

Directional Kick--- This player knows how to angle his kicks to give his S.T. Unit the best possible angle to stop the KR. This would also help the teams put their better tacklers on one side of the field to make the play.

Pooch Kick--- Up by a little, have a dangerous Returner you are facing. Pooch it away from the Return man. This would have to be an option in the O.A.I. first of course.

S.T. General---You have an Offensive and Defensive Leader. Only available to the K/P.

Punter:

Keep Away--- Want to keep the ball away from the Return man. Squib it. Kick and line drive and give the Return man no time to set up in a lane.

S.T. General--- You have an Offensive and Defensive Leader. Only available to the K/P.

Algebra--- This Punter knows the angles of his kicks better than anyone. Gives him a bonus of putting the kicks to the smaller side of the field (hash mark to side line) to give his S.T. Unit a better chance of stopping the KR/PR.

Just a few thoughts guys.

Thank you all for taking the time to read this and respond to it.

Ghetto
 
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