These player weights are focused on what I consider the most important stat for each position weighing the most and then playing with the others until you generally get "startable" players starting around 70 overall. These weights currently are not what I consider to be the best weights and are something I just tinkered with to try auto drafting with using the draft board autoqueue sliders. I do think they will help you add more impactful players especially if you are using the default weights currently. The point is that the main stat you want will be at what I consider to be the minimum value to be a starting caliber player. For example an 80 speed linebacker should be close to 70 overall assuming the rest of their skills are non-zero values.
Note: Any skill that has a 1 in it is a skill you want higher rather than lower but ultimately does not change your perception of that player.
For OL I mean all offensive lineman except the C use those weights. For LB I mean all linebackers use those weights. For DE I mean both defensive ends use those same weights. If you have any questions PM me or post them here and I will respond as quick as I can. These weights should help anyone struggling with player evaluation as generally every player 80+ overall should be a quality starter at the listed position. Just don't use the default weights if you actually want to win
Avoid Fumble for RB should actually be 20 not 10. Will fix in the original post
Re: Some 4.6 player weights
by
ArmoredGiraffe
@
2/13/2023 11:36 am
Played around with these in a second league and realized QB needed tweaked. Look Off Def and Field of View need their weights doubled to 18 and 16, respectively. Will be updating the original post as well
Thanks Armored - always appreciated when someone goes to the effort to do this
Happy to help :)
Re: Some 4.6 player weights
by
dangalanti
@
2/28/2023 3:01 pm
AG -
Figured I'd ask this question here instead of in your gameplanning thread. Looking at your Wranglers roster in XFL (and I'm assuming most, if not all, of your teams), I'm guessing you subscribe to the "WR at every position" philosophy. Is that accurate? Do you think it's even worth rostering "true" TEs or FBs? I've tried swapping in WRs as TEs, RBs as FBs, etc. but only had so-so results. I've started looking for 80+ speed TEs, and they seem to do OK. Don't know if WRs with higher route running or courage might do better if they're playing out of their natural position.
I'm not even necessarily worried about who's getting the pass targets, but just trying to figure out if having a team with 11 Tyreek Hills on offense is the only way to truly unlock the elite passing game. Thanks for any thoughts.
Figured I'd ask this question here instead of in your gameplanning thread. Looking at your Wranglers roster in XFL (and I'm assuming most, if not all, of your teams), I'm guessing you subscribe to the "WR at every position" philosophy. Is that accurate? Do you think it's even worth rostering "true" TEs or FBs? I've tried swapping in WRs as TEs, RBs as FBs, etc. but only had so-so results. I've started looking for 80+ speed TEs, and they seem to do OK. Don't know if WRs with higher route running or courage might do better if they're playing out of their natural position.
I'm not even necessarily worried about who's getting the pass targets, but just trying to figure out if having a team with 11 Tyreek Hills on offense is the only way to truly unlock the elite passing game. Thanks for any thoughts.
I generally run all WR because it makes my depth chart easier as for FB/TE/WR positions. I generally care for speed, then pass catching, then route running and anyone with good run blocking plays FB/TE. I do think there is a benefit to playing all WR over traditionally positions and to be frank I'm not sure how to fix that since speed is king(in game and IRL.) I think you can have an elite offense without it, but generally you do need an elite 80+ speed TE. I don't think it's worth it to roster true TEs and FBs if you don't have to. Anecdotally, I think WRs need positional knowledge and since they gain it slower(since each week they will gain WR position knowledge) it takes some time for them to play TE/FB/RB seamlessly.
I think your passing offense can be elite without using all WR but using normal TEs neuters some of the big passing plays from the 311, 221 and 113 sets which IMO is a big deal. From what I've noticed from some testing I've done in certain leagues, speed is a bit like a force multiplier and you want it as high as possible wherever you can get it
Figured I'd ask this question here instead of in your gameplanning thread. Looking at your Wranglers roster in XFL (and I'm assuming most, if not all, of your teams), I'm guessing you subscribe to the "WR at every position" philosophy. Is that accurate? Do you think it's even worth rostering "true" TEs or FBs? I've tried swapping in WRs as TEs, RBs as FBs, etc. but only had so-so results. I've started looking for 80+ speed TEs, and they seem to do OK. Don't know if WRs with higher route running or courage might do better if they're playing out of their natural position.
I'm not even necessarily worried about who's getting the pass targets, but just trying to figure out if having a team with 11 Tyreek Hills on offense is the only way to truly unlock the elite passing game. Thanks for any thoughts.
I generally run all WR because it makes my depth chart easier as for FB/TE/WR positions. I generally care for speed, then pass catching, then route running and anyone with good run blocking plays FB/TE. I do think there is a benefit to playing all WR over traditionally positions and to be frank I'm not sure how to fix that since speed is king(in game and IRL.) I think you can have an elite offense without it, but generally you do need an elite 80+ speed TE. I don't think it's worth it to roster true TEs and FBs if you don't have to. Anecdotally, I think WRs need positional knowledge and since they gain it slower(since each week they will gain WR position knowledge) it takes some time for them to play TE/FB/RB seamlessly.
I think your passing offense can be elite without using all WR but using normal TEs neuters some of the big passing plays from the 311, 221 and 113 sets which IMO is a big deal. From what I've noticed from some testing I've done in certain leagues, speed is a bit like a force multiplier and you want it as high as possible wherever you can get it
I agree that raw speed/acceleration makes everything better, and WRs have it more than any other position. I know MFN isn't realistic, but having 198 lb WRs slam into 300 lb DTs on a run or blocking a 276 lb pass rushing DE should get them injured on their second or third play. Since there isn't a way around that, I guess just throwing up the white flag is the only move. That was an interesting note about gaining positional knowledge slower at an "unnatural" position - I figured it would be the same rate regardless.
Is WR3 now the prime WR target, no longer WR2? Should you have your best (fastest, highest pass catching, etc.) WR at WR3 in the depth chart? As somebody without the time or inclination to work with overrides, I just rely on the depth chart. Do you have any generic traits you use when setting up your depth chart - "WR1 should be ______," "WR2 should have _____ skills," "WR3 definitely needs to be _______"? I know you would have to plug your elite 90+ speed/acceleration 100 pass-catching WR3 into the 212 formation via overrides to keep him on the field, but I didn't know if there was a "set it and forget it" strategy for the depth chart that would work well in just about any formation.
Anecdotally, I think WRs need positional knowledge and since they gain it slower(since each week they will gain WR position knowledge) it takes some time for them to play TE/FB/RB seamlessly.
I agree that raw speed/acceleration makes everything better, and WRs have it more than any other position. I know MFN isn't realistic, but having 198 lb WRs slam into 300 lb DTs on a run or blocking a 276 lb pass rushing DE should get them injured on their second or third play. Since there isn't a way around that, I guess just throwing up the white flag is the only move. That was an interesting note about gaining positional knowledge slower at an "unnatural" position - I figured it would be the same rate regardless.
Is WR3 now the prime WR target, no longer WR2? Should you have your best (fastest, highest pass catching, etc.) WR at WR3 in the depth chart? As somebody without the time or inclination to work with overrides, I just rely on the depth chart. Do you have any generic traits you use when setting up your depth chart - "WR1 should be ______," "WR2 should have _____ skills," "WR3 definitely needs to be _______"? I know you would have to plug your elite 90+ speed/acceleration 100 pass-catching WR3 into the 212 formation via overrides to keep him on the field, but I didn't know if there was a "set it and forget it" strategy for the depth chart that would work well in just about any formation.
What I meant by that first part is that each week your players gain positional experience that you can find/see on their player card. So your LG gets experience each midweek sim(I'm pretty sure it happens then but can't find a source) at LG but not RG. So each week your WR playing TE gains more WR experience during the week and only gets TE positional knowledge from playing in the game at TE. So it takes longer for them to max out their TE position knowledge. I don't think it should stop you from playing someone out of position, but I feel as if I've noticed it impacting how players play while they learn their new position.
Generally if you can play WR at TE I recommend your best WR at TE1/WR3, second best WR at TE2/WR2, and third best WR at WR1. You're setup pretty well for every formation except 311. If not, you probably want your best WR at WR3 and then override into the 212/221 sets. Generally I want all my players to be as good, fast as possible and I don't really look for any WR spot to have any specific stats outside of prioritizing WR3 -> WR2 -> WR.
There should be a huge penalty for playing underweight guys as far as their blocking performance for sure, but if you make injuries based on weight then guys who optimize their play calls/overrides can just put a WR into formations that are only passing plays and we have more of the same IMO
Anecdotally, I think WRs need positional knowledge and since they gain it slower(since each week they will gain WR position knowledge) it takes some time for them to play TE/FB/RB seamlessly.
I agree that raw speed/acceleration makes everything better, and WRs have it more than any other position. I know MFN isn't realistic, but having 198 lb WRs slam into 300 lb DTs on a run or blocking a 276 lb pass rushing DE should get them injured on their second or third play. Since there isn't a way around that, I guess just throwing up the white flag is the only move. That was an interesting note about gaining positional knowledge slower at an "unnatural" position - I figured it would be the same rate regardless.
Is WR3 now the prime WR target, no longer WR2? Should you have your best (fastest, highest pass catching, etc.) WR at WR3 in the depth chart? As somebody without the time or inclination to work with overrides, I just rely on the depth chart. Do you have any generic traits you use when setting up your depth chart - "WR1 should be ______," "WR2 should have _____ skills," "WR3 definitely needs to be _______"? I know you would have to plug your elite 90+ speed/acceleration 100 pass-catching WR3 into the 212 formation via overrides to keep him on the field, but I didn't know if there was a "set it and forget it" strategy for the depth chart that would work well in just about any formation.
What I meant by that first part is that each week your players gain positional experience that you can find/see on their player card. So your LG gets experience each midweek sim(I'm pretty sure it happens then but can't find a source) at LG but not RG. So each week your WR playing TE gains more WR experience during the week and only gets TE positional knowledge from playing in the game at TE. So it takes longer for them to max out their TE position knowledge. I don't think it should stop you from playing someone out of position, but I feel as if I've noticed it impacting how players play while they learn their new position.
Generally if you can play WR at TE I recommend your best WR at TE1/WR3, second best WR at TE2/WR2, and third best WR at WR1. You're setup pretty well for every formation except 311. If not, you probably want your best WR at WR3 and then override into the 212/221 sets. Generally I want all my players to be as good, fast as possible and I don't really look for any WR spot to have any specific stats outside of prioritizing WR3 -> WR2 -> WR.
There should be a huge penalty for playing underweight guys as far as their blocking performance for sure, but if you make injuries based on weight then guys who optimize their play calls/overrides can just put a WR into formations that are only passing plays and we have more of the same IMO
Excellent information on WRs, I really appreciate it and will probably do some depth chart juggling.
I'm assuming you're all in at CBs on defense for the same reason - speed. Do you draft the 85 speed 80 m2m WLB, convert him to CB to lose weight and gain even more speed but still play him as a LB? I guess what I'm saying is do you value raw physical attributes over skill ratings? Is the 80+ speed/acceleration, 65 intelligence, 38 m2m LB always going to be better than the 72 speed 60 acceleration 93 intelligence 68 m2m LB? I feel like I'm starting to overvalue intelligence when judging players and am trying to readjust.