» Game Guide: Understanding The Attributes

UNDERSTANDING THE ATTRIBUTES

An important part of becoming an expert coach in QUICKHIT NFL Football is learning how a player’s attributes affect the outcomes of the game simulation. This is important because it’ll help you know which position types will best help your team based on the way that you like to play the game.

In this section, we’ll give you a peek at what’s under the hood and let you know what each player attribute is used in simulating the outcomes of plays.

Speed

Speed defines how fast the player moves on the field. A player with a speed rating of 100 will cover 40 yards in 4.20 seconds and a player with a speed rating of 1 will cover that distance in 6.20 seconds.

Quickness

Quickness defines how fast the player turns on the field when making changes in direction. Currently, this is only applied in the game when the cut is greater than a 90 degree angle. As such, it’s most beneficial to defensive backs in pass coverage, but also has an impact in the ball carrier making runs, receivers making route cuts and blockers being able to get engaged in block matchups with defenders.

Strength

Strength is currently unused in the simulation of the game.

Break Tackle

Break Tackle is used in determining whether or not the ball carrier will get tackled by a defender that makes a tackle attempt. The Break Tackle attribute of the ball carrier will be compared with the Tackling attribute of the defender and the delta between these two numbers will determine who’s most likely to win this matchup.

When the ball carrier wins and breaks the tackle, he has three different levels of stumbling/slowing down and the bigger win means less slowdown. When the tackler wins, there are three different levels of the tackle with the big win meaning the defender stopped the ball carrier in his tracks, and the lesser defender wins meaning that the ball carrier got additional forward progress after the tackle.

The Break Tackle vs Tackling is also used to determine whether or not the ball carrier will fumble the ball when the Break Tackle matchup outcome is any of the tackles.

Pass Block

Pass Block is used in determining how long the defender stays blocked in a Pass Block matchup. It is compared to the defender’s Pass Rush attribute and the delta between the two is used in the matchup table to determine who’s more likely to win the matchup. The big win for the offense means he keeps the defender blocked a really long time or pancakes him, while the big win for the defense means he’ll shed the block instantly.

It’s also used in negating the defensive pressure that a QB will feel when defenders are around.

Run Block

Run Block is used in determining how long the defender stays blocked and how far the defender gets driven back in a Run Block matchup. It is compared to the defender’s Run Stuff attribute and the delta between the two is used in the matchup table to determine who’s more likely to win the matchup. The big win for the offense means the defender gets pushed back a big distance and possibly gets pancaked, while the big win for the defense means the defender pushed the offensive player back and sheds the block quickly.

Catch Ball

Catch Ball is a large factor in determining the outcome of a thrown pass. It’s used in conjunction of with Passing attribute of the Qua

Run Route

Run Route is primarily used in two situations. The first is when a receiver is making a cut against a defender in man coverage. It’s compared against the defender’s Pass Coverage rating and the delta between the two numbers helps determine how quickly the defender will react to the route cut. A big win for the offensive player will have the defender react very slowly to the cut, while the defender big win will have him react almost instantaneously.

The Run Route attribute is also used in determining who wins the Bump matchup, which is also compared and rolled against the defender’s Pass Coverage attribute.

Passing

Passing is a factor in the outcome of thrown passes, as mentioned above. It’s also used in determining the Quarterback’s max velocity on passes and the distance that he’s capable of throwing a bullet pass. The higher attribute also means a greater ability in putting touch on passes. A QB with a Passing attribute rating of 1 can only throw either a full bullet or lob, while a maxed out QB can put the ball in a near infinite number of spots in between those distances.

It’s also used compared to a defender’s Pass Rush attribute in determining how affected the QB’s pass will be by defensive pressure.

Read Coverage

Read Coverage is primarily used in determining how quickly the QB will progress through his reads. The higher the rating, the more likely he is to make it through his reads quickly and allow him to find an open receiver before getting sacked. A low rating will make him slower in doing this and will result in more sacks.

Pass Rush

Pass Rush is used in determining how quickly the defender will shed the blocker on pass plays. It’s compared with the offensive player’s Pass Block attribute and works as described above under Pass Block.

It’s also used in determining how pressured the QB on blitzes and free rushes.

Run Stuff

Run Stuff is used in determining how quickly the defender will shed the blocker and keep from getting pushed back on run plays. It’s compared with the offensive player’s Run Block attribute and works as described above under Run Block.

Pass Coverage

Pass Coverage is used in the determination of the outcome of thrown passes. It’s used against the QB’s Passing attribute and the intended receiver’s Catch Ball attribute. It works as described under Catch Ball above.

It is also used in the route cut and bump matchups against the receiver’s run route rating, as described above under Catch Ball.

Pursuit

Pursuit is used to determine how quickly the defender will read the run and start chasing the ball carrier. A player with a low pursuit rating will react slowly to his initial run read and will progress into his zone or man drops longer. He’ll also pick up the handoff slower. A player with a maxed rating here will react to his reads almost instantaneously and will be more likely to stuff the run gaps much quicker.

Tackling

Tackling is used in determining the outcome of Break Tackle and Fumble matchups, as mentioned above under Break Tackle. A player with a high rating will be more likely to get the big wins where the ball carrier gets knocked back without any forward progress, while a lower rated guy will see more tackles where the ball carrier still gains an extra yard or two after making contact.

Kick Power

Kick Power is used in determining the max kick distance and hang time on punts, field goals and kickoffs. The higher the rating, the further and higher the player can kick the ball.

Kick Accuracy

Kick Accuracy is used in determining how likely the player is to make a Field Goal or to punt or kickoff the ball in the direction intended. For punts, it’ll help the punter put the ball inside the 10 yard line on coffin corner attempts.

Football IQ

Football IQ is used all over the place in determining how quickly players react to things such as the ball being snapped or throw, reading play action or draw, and noticing if a ball has been fumbled.