For example, if you have a “Zone” corner and a “Man-to-man” corner with the same zone coverage stats, would the “Zone” corner play zone coverage better? Or is there no difference? Always wondered this (also with QB archetypes).
I'm not sure how it impacts defense - I know man corners still get cooked in man to man pretty frequently..
but it def does for QBs, example here: https://www.mut.gg/forums/forum/mut-discussion-10/topic/quickly-comparing-kurt-warner-troy-aikman-34124/
StoicTrader said:I'm not sure how it impacts defense - I know man corners still get cooked in man to man pretty frequently..
but it def does for QBs, example here: https://www.mut.gg/forums/forum/mut-discussion-10/topic/quickly-comparing-kurt-warner-troy-aikman-34124/
Ah that would make sense for QB’s
In the past QB archetypes affected players' abilities and the requirements to get said abilities.
For example, Joe Montana as a Field General needs 88 awareness to get HRM. Dangeruss also has 88 AWR, but he can't have HRM, probably because he's an Improvisor.
Montana needs 94 throw power to get Set Feet Lead, while neither Aikman nor Warner has 94 THP. Aikman is a Strong Arm, so his requirements is probably lower, as for Warner, I guess he has SFL only because the devs wanted it, that's why it's listed under "Player specific abilities". At the same time, being a Field General, just like Montana, Kurt Warner should have HRM in his tier 3 bucket, but he has it in tier 4 (player specific) - maybe because the devs didn't want to make him too OP, so that he couldn't have both HRM and SFL
peacedeaths said:In the past QB archetypes affected players' abilities and the requirements to get said abilities.
For example, Joe Montana as a Field General needs 88 awareness to get HRM. Dangeruss also has 88 AWR, but he can't have HRM, probably because he's an Improvisor.
Montana needs 94 throw power to get Set Feet Lead, while neither Aikman nor Warner has 94 THP. Aikman is a Strong Arm, so his requirements is probably lower, as for Warner, I guess he has SFL only because the devs wanted it, that's why it's listed under "Player specific abilities". At the same time, being a Field General, just like Montana, Kurt Warner should have HRM in his tier 3 bucket, but he has it in tier 4 (player specific) - maybe because the devs didn't want to make him too OP, so that he couldn't have both HRM and SFL
good info
peacedeaths said:In the past QB archetypes affected players' abilities and the requirements to get said abilities.
For example, Joe Montana as a Field General needs 88 awareness to get HRM. Dangeruss also has 88 AWR, but he can't have HRM, probably because he's an Improvisor.
Montana needs 94 throw power to get Set Feet Lead, while neither Aikman nor Warner has 94 THP. Aikman is a Strong Arm, so his requirements is probably lower, as for Warner, I guess he has SFL only because the devs wanted it, that's why it's listed under "Player specific abilities". At the same time, being a Field General, just like Montana, Kurt Warner should have HRM in his tier 3 bucket, but he has it in tier 4 (player specific) - maybe because the devs didn't want to make him too OP, so that he couldn't have both HRM and SFL
Thanks for that info. I think I remember reading that in a previous madden. So do the archetypes only matter for abilities then? Therefore they wouldn’t affect actual gameplay?
archetype typically determines base stats, e.g., a power rusher OLB would have higher PMV /str/etc. than a Coverage/Speed rush OLB. so terry tate would be more productive on the edge than in coverage.
in addition to the abilities mentioned above.
xxRaiderGang21xx said:Thanks for that info. I think I remember reading that in a previous madden. So do the archetypes only matter for abilities then? Therefore they wouldn’t affect actual gameplay?
Archetypes only affect base stats and requirements to unlock abilities.
What really affects gameplay are abilities and traits.
MrAgentSochi said:Archetypes only affect base stats and requirements to unlock abilities.
What really affects gameplay are abilities and traits.
Gotcha gotcha. So archetype may influence a player’s unlocked abilities and traits, but don’t directly affect how a player plays.
StoicTrader said:I'm not sure how it impacts defense - I know man corners still get cooked in man to man pretty frequently..
but it def does for QBs, example here: https://www.mut.gg/forums/forum/mut-discussion-10/topic/quickly-comparing-kurt-warner-troy-aikman-34124/
Saw the forum headline, was just thinking about your great Warner / Aikman review... i don't have the answer, but appreciate you doing the heavy lifting to take us all to school here, as very little about the actual gameplay is obvious or clear.
MrAgentSochi said:Archetypes only affect base stats and requirements to unlock abilities.
What really affects gameplay are abilities and traits.
Great insight. Sadly, from my short time with MUT, abilities are all that matter. I stressed over stats for a while, do appreciate them scaling back the OVR ratings a bit, so we're not all running max 99 OVR teams by Superbowl, but gosh i was really hoping for simulation fatball. Uggh.
peatrick said:Great insight. Sadly, from my short time with MUT, abilities are all that matter. I stressed over stats for a while, do appreciate them scaling back the OVR ratings a bit, so we're not all running max 99 OVR teams by Superbowl, but gosh i was really hoping for simulation fatball. Uggh.
Abilities def matter the most, but traits to have an impact on how a card performs as well.
Check out these threads:
https://www.mut.gg/forums/forum/mut-discussion-10/topic/traits-list-what-to-look-for-7681/
https://www.mut.gg/forums/forum/mut-discussion-10/topic/clutch-trait-explained-838/
peatrick said:Saw the forum headline, was just thinking about your great Warner / Aikman review... i don't have the answer, but appreciate you doing the heavy lifting to take us all to school here, as very little about the actual gameplay is obvious or clear.
preciate it 👊
burned a bunch of TPs doing the testing but was well worth it