Some of the owners in the new beta asked for notes for how to draft in v.0.4.1. Below is what I posted for them. I thought I'd cross post it here to see what people that have been playing this code more think of it.
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OK, everyone, here's a first attempt at drafting a full draft in 0.4.1. If you're not familiar with my weight philosophy or drafting philosophy they can be found here.
Weights:
https://beta87.myfootballnow.com/community/thread/3/2443Drafting:
https://beta87.myfootballnow.com/community/thread/3/2915For v.0.4.1, I'm going to use a lot of the same philosophies. However, I'm making some key tweaks to my weights. Some of these have to do with a change in play style (explained below) and some of them have to do with a change in behavior of the game.
Here are the key differences to my weighting schemes for the new code. QBs (in bold) are the most important for everyone. To paraphrase JDB, a QB with 100 INT going against a blitz that you have scouted will throw a hot read (it sounds like this is a given when you have scouted that blitz). That will make statue QBs with genius INT actually useful in 0.4.1.
QB - 100 INT; 80 Accuracy, Arm; 60 Look Off, FOVOT - 100 Acceleration; 50 Speed
G - 100 Acceleration
C - 100 Accleration
LB - 100 Speed, Acceleration, Strength, Tackle; 50 M2M, Punish; 25 Run Defense
CB - 100 Speed, Acceleration; 75 Punish, M2M
For LBs, I'm going to run a M2M heavy defense in my LBs. I'm actually going to try not to blitz more than 1 player on any play except when in the GL set. Since LBs run laterally now, run defense is not as important as it was when they were immediately getting swallowed up. UNLESS you are going to run a 3-4 and then make run defense 100 because OL will get to the second level against a 3-4.
Tweaks to my DL to test some new strategies, but I don't know how well they will work, so I'm not posting them.
Tweaks to my SS and FS as well, but also experimental. Going to play these positions more like Earl Thomas style safeties and look for thumpers.