On my CB I just rolled a 5% catch ball piece. Will that do the same thing as intercept %? I'm guessing it's only for offensive players but wanted to make sure before I re-rolled.
Forum > FAQ's, Player Guides and Newbie Help > catch ball %
Kboum
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Originally posted by hoopster3
On my CB I just rolled a 5% catch ball piece. Will that do the same thing as intercept %? I'm guessing it's only for offensive players but wanted to make sure before I re-rolled.
IIRC it'll only trigger on contested catch.
but its after the INT roll so not so great
On my CB I just rolled a 5% catch ball piece. Will that do the same thing as intercept %? I'm guessing it's only for offensive players but wanted to make sure before I re-rolled.
IIRC it'll only trigger on contested catch.
but its after the INT roll so not so great
catch ball % is when the receiver drops it and then your CB has a shot at it.
LeeRJet
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this is what p!sses me off about rolling for equipment...
rolling a good piece but for a different position.
i swear the only decent pieces i ever rolled were always for the wrong side of the ball
tackle or avoid fake pieces for my WR; break tackle for my CB
rolling a good piece but for a different position.
i swear the only decent pieces i ever rolled were always for the wrong side of the ball
tackle or avoid fake pieces for my WR; break tackle for my CB

Originally posted by LeeRJet
this is what p!sses me off about rolling for equipment...
rolling a good piece but for a different position.
i swear the only decent pieces i ever rolled were always for the wrong side of the ball
tackle or avoid fake pieces for my WR; break tackle for my CB
I agree somewhat. They could've easily have kept the same system (limiting the number of 'awesome pieces' percentage-wise) and still made sure completely worthless pieces did not show up for a position. (No reason ever for a OT to get a pump-fake piece. Never.) There is going to be SOME crossover issues as you mentioned though. Since CB's were somewhat 'designated' as 'Returners', then they're gonna get 'returner pieces such as Break Tackle. Sorry dude. To fix that you would need to have a code for recognizing 'archetypes' for pieces rather than positions... which should've been the build design anyways IMO.
this is what p!sses me off about rolling for equipment...
rolling a good piece but for a different position.
i swear the only decent pieces i ever rolled were always for the wrong side of the ball
tackle or avoid fake pieces for my WR; break tackle for my CB

I agree somewhat. They could've easily have kept the same system (limiting the number of 'awesome pieces' percentage-wise) and still made sure completely worthless pieces did not show up for a position. (No reason ever for a OT to get a pump-fake piece. Never.) There is going to be SOME crossover issues as you mentioned though. Since CB's were somewhat 'designated' as 'Returners', then they're gonna get 'returner pieces such as Break Tackle. Sorry dude. To fix that you would need to have a code for recognizing 'archetypes' for pieces rather than positions... which should've been the build design anyways IMO.
LeeRJet
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could've been easy enough to program in an option that lets you select offense or defense, no?
Guppy, Inc
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i wished that they had gone with a multitiered shopping and let the shopper decide where they want to shop. for example:
bargain basement (3 tokens) - same as current shopping where everything is random
dollar store (6 tokens) - you get to pick offensive of defensive, but some high end special abilities not available
discount store (9 tokens) - can pick offensive or defensive and any attributes won't conflict with th special ability (ie no more +3 throwing/5% hold block). some pieces still not available
retail store (12 tokens) - .discount shopping, but all special abilities now available
high end retail (15 tokens) - retail but you can pick your base
tailor made (21 tokens) - retail, but a 10% chance each item will be something that can't be gained any other way, such as +5 attribute, or a 9% special ability
bargain basement (3 tokens) - same as current shopping where everything is random
dollar store (6 tokens) - you get to pick offensive of defensive, but some high end special abilities not available
discount store (9 tokens) - can pick offensive or defensive and any attributes won't conflict with th special ability (ie no more +3 throwing/5% hold block). some pieces still not available
retail store (12 tokens) - .discount shopping, but all special abilities now available
high end retail (15 tokens) - retail but you can pick your base
tailor made (21 tokens) - retail, but a 10% chance each item will be something that can't be gained any other way, such as +5 attribute, or a 9% special ability
Originally posted by gbororats
PHB's are pretty bad too sometimes,
my PHB usually get the best equipment, besides passing QB.
PHB's are pretty bad too sometimes,
my PHB usually get the best equipment, besides passing QB.
DarkRogue
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Originally posted by ProfessionalKop
my PHB usually get the best equipment, besides passing QB.
I've had some horrible luck on pHbs.
my PHB usually get the best equipment, besides passing QB.
I've had some horrible luck on pHbs.
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