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NCAA Football 14 Recruiting Guide

This is a guest post from forum user JLoco11. Be sure to check him out on his arena page here on OS.


I did quite a bit of testing this weekend with recruiting and the skill tree to get an idea of how things will work when I do my normal dynasty (after the rosters are completed). I simmed multiple first seasons of dynasty with different level teams, progression rates and recruiting methods and gained a decent amount of knowledge in doing so.

Here’s a very early guide for those interested in some recruiting tips. As your skill tree changes, so will your need to choose different recruiting tactics.

Basics

Know the value of your team. Unlike other NCAA’s, ’14 puts an emphasis on school strengths AND coach strengths in terms of recruiting. A Sun Belt school isn’t going to land the top 15 recruits in year 1. Big name schools (USC, Texas, Bama, Ohio State) are going to have easier times in year 1 recruiting. If you take a mid-tier/3* star school, you will have to work harder to land coveted recruits.

Plan your depth chart. I can’t stress this enough, you need to balance out the amount of Seniors, Juniors, Redshirts, etc on your roster. If you go into a recruiting season with 23 seniors, you will have a hard time filling all those spots. Use redshirting wisely to balance out how many players will graduate (or potentially leave school early). 15-18 positions to fill is reasonable. 20+ will be much more difficult in your early years.

Target what you need. Getting all 25 scholarships in year 1 will be a challenge (except for the top schools). 12-15 targets is ideal to capture what you need. Replace outgoing Seniors, and plan ahead for star underclassmen that could leave for the draft.

Plan your coaching skill tree ahead. I will go into more detail on this later, but planning ahead on what recruiting boosts you will need is the ideal way to get an advantage over other schools.

Advanced

Location Location Location. It seems a large percentage of recruits value Proximity to Home in ’14… it’s quite a popular dealbreaker in the game. While you may have a pipeline across the country (Cali, Texas, Florida), you might see that a recruits priority is Proximity to Home, and you will not land that recruit. Ideally in your first year, go for recruits close to home, or those that do not have Proximity to Home as a requirement.

Higher Need = Higher Points. Goes without saying, but throw everything you can into your top recruits. The CPU does this every time. They max out points into the recruits they want, and schedule visits before you do (more on this later). Don’t be cheap on points with the absolute needed players.

Offer scholarships immediately. Only 1 school (Bama) has the insta commit skill available from the default settings. Unless you alter the skill trees, no school will get insta commits until you rank up your skill tree. That being said, offer scholarships immediately since there is no reason to wait. You want to jack up your point totals early, so if you want a recruit, give them a scholarship offer right away.

Use the filters!!! One of the additions to the point system is a filter that shows you the largest lead & deficit you have when recruiting. You can sort your recruits by these and it will show you how much ground you are ahead or behind, which can determine how many points you want to invest in a recruit. Late in the season, when visits are occurring and battles begin, this is imperative to use… no joke, you will thank me later.

The lonely recruit. If you get lucky, you will target someone that nobody wants. You will notice that after a few weeks, you gain a significant point advantage over other schools, and may notice no scholarships are offered to that student. If that is the case, REMOVE all points from him! You will be wasting valuable points on someone who will be heading to your school as long as you offered him a scholarship. Use the points somewhere else.

Bonus Points will help. You will notice each recruit receives automatic bonus point total each week, and this is NOT a random number. The bonus points are affected by how you play each week, from beating rivals to your play style. For example, Pocket Passing QB’s will get more bonus points the more yards you pass for. Scrambler QB’s will get more points for QB rushing yards. Balanced will benefit from both. This goes for all positions, and each tendency requires something different from your team. Pay attention to the bonuses.

CPU’s logic. Out of curiosity, I decided to make some coordinators mid-season to see how certain schools were recruiting. EVERY school goes after 10 players or so with max points. They don’t bother with partial points, they put the max into the positions they want. If they can put 550 points, they put 550 points into a recruit. If they can put 700, they put 700, there is no middle ground with the CPU. So if you find yourself in a battle with a school, remember that they put the max points every single week.

On Campus Visits


Visits now require strategy. In prior games your only worry was when to schedule visits. Now the on campus visit takes MUCH more priority and knowledge and essentially is the heart of recruiting. The first part of recruiting is getting enough points to earn a recruit visit. Since recruits will only make 5 visits, the importance is escalated even higher.

Get into the 5! I can’t stress this enough, you MUST get into a recruits top 5 choices to at least get an on campus visit. Visits can be worth over 1,000 points (some can go up to 1,500 points). If you miss out on being in a recruits top 5 for a campus visit, you might as well give up on him, since your chance of landing him becomes extremely minimal.

Complimentary & Competitive. In years past, you could schedule 3 QBs to visit in a week and there was no penalty. Now, the game tracks which recruits are visiting each week AND adds a compliment or competitive point total. Complimentary points measure players who mesh well, like QB WR, OL etc or DE, DT, MLB etc. You receive bonuses for complimentary visits. On the other hand, you receive Competitive deductions for schedule rival players, such as 2 Kickers or 4 WR’s. Avoid competitive visits by scheduling any competitive player during a different game. However, if you followed my original advice on managing the depth chart, you should do your best to avoid recruiting too many players at 1 position.

When to visit. This is the biggest gamble you will take. Scheduling a recruit later in the year means more points on the visit. BUT, if the CPU schedules just before you, they could actually steal away your recruit with a good visit. Scheduling early could give you an early lead that you can build off of, but if another team manages a solid late in the year visit, they could steal that recruit back. Unquestionably, this is the part of the game that will determine where a recruit will sign. You only get 1 visit, and will need to make it count.

CPU schedules first. 1 thing to note, if you and the CPU unlock enough interest for a visit at the same time, the CPU will schedule their visit before you do. They might take a week you want, and there is nothing you can do about that. This is why you need to get a lead quickly to get first dibs on your visit week. If you’re fighting with 5 teams, and all 6 of you unlock the visit interest… guess what, the 5 CPU schools will schedule their visits before you do. This puts an even bigger stress on how hard you recruit your players.

Pay attention to visit bonuses. When recruits visit, they will also pay attention to how your team plays when they arrive. If you have a TE visiting, you can get a 200 point bonus if you have a TE with 100 yards receiving. If you have a CB visiting, you will get a bonus for having 2 interceptions or 4 passes deflected. Each time recruits come to a game, make sure you hit their bonuses for more points on a visit.

The Yo-Yo Effect. When the CPU starts their visits, it's perfectly normal to fall behind by huge numbers. You will see 1,500 - 2,000 point swings in their favor. Depending on the time of year, this could be a small nuisance, or a huge roadblock. If this happens in earlier weeks, then you have a chance of passing them with your visit. If their visit happens later in the year, and if they have a successful visit, you could LOSE the recruit entirely, watching them commit to that school. Don't be alarmed if you see yourself fall behind after a CPU campus visit... but be wary of the schools that have late seasons visits.

Off Season

1 week to sign. EA shortened the final signing period to 1 day, where you have no limits on how many points you can put into 1 player. You can assign 1 recruit max level points (the highest is 15,000) or spread out your point total among your final players. This is your last chance to land the recruits you want and need, so make sure you land that recruit.

Expect heartbreak. If you made it this far, and have 8+ recruits that you’re battling for, expect to lose quite a few of them. The CPU logic is to throw all their points at some recruits, so if you’re fighting with XYZ school, expect XYZ school to throw all their points at that candidate. If you’re trying to space out your points among multiple recruits, chances are you won’t land many. Ideally, if you have only 2-3 recruits you want or need, that’s where to spend all your points. Whatever recruits you didn’t sign during the season, you will have a slimmer chance in the offseason to get all of them.

Transfer/Draft promises. It seems that promises for recruits are no longer available (unless I missed the screen they were located on, which I don’t think I did). The only promises you can make now, are for players who are leaving, who you can try to convince to stay. You can promise them getting a degree, or better draft position if they were to hold out another year before entering. If you promise someone they will be a first round draft pick, that becomes something they will hold you to. So be honest in your assessments of their talent.


NCAA Football 14 Videos
Member Comments
# 61 GGGswim @ 11/17/16 06:02 PM
Playing my first season of NCAA 14 (finally letting go of my 20+ seasons with Auburn on '13), coming up with many questions some of which I've been able to find answers to. But:

1) I'm understanding the postseason 'CPU goes all in (10K pts)'. But back in '13 if you were #1 on someone's list for many weeks and late in the season you eventually got the signing. Doesn't seem to be the case in '14, tho, or so it seems. Leading for a CB by +1800 w/ only 2 teams above Locked and all visits complete. #1 for 3wks heading into Wk 14. Is this going to be a case where he'll be waiting until offseason, and with the Center I'm also trying to get -- ahead by only +500 or so, visits complete -- I'll be basically forced to pick one or the other to go all in on myself? And the bigger question is do recruits -- regardless of being #1 for weeks -- simply take longer before committing in '14?

2) Fullbacks. Wow. From '13 I knew that they were always tough to get, and quite often -- even in off years when I didn't need one -- I'd create 3-4 of them and spread them across the country. Don't necessarily need one this season but decided to test the create/pipeline/not pipeline concept anyway, and it is looking near impossible. Created 4, one in-state, one pipeline, and 2 others. In-state didn't even have me on his preseason board. Pipeline had me -700 or so, other 2 were also no-gos on their boards (plus poor 'interests'). have battled back to #1 on the Pipeline after a good visit with bonus Pts, up on #2 by about 300 but Bama is #3 close behind and their visit is this week when I take Auburn to Tuscaloosa. Obviously going to lose him. But are certain positions -- FB, C, e.g. -- still like with '13, just plain difficult to get one? Scrolling the list of FBs show 100% Locked, tho not committed, on all but the 1*s on the listing.
 
# 62 jgthedon @ 11/18/16 03:48 AM
Quote:
Originally Posted by GGGswim
Playing my first season of NCAA 14 (finally letting go of my 20+ seasons with Auburn on '13), coming up with many questions some of which I've been able to find answers to. But:

1) I'm understanding the postseason 'CPU goes all in (10K pts)'. But back in '13 if you were #1 on someone's list for many weeks and late in the season you eventually got the signing. Doesn't seem to be the case in '14, tho, or so it seems. Leading for a CB by +1800 w/ only 2 teams above Locked and all visits complete. #1 for 3wks heading into Wk 14. Is this going to be a case where he'll be waiting until offseason, and with the Center I'm also trying to get -- ahead by only +500 or so, visits complete -- I'll be basically forced to pick one or the other to go all in on myself? And the bigger question is do recruits -- regardless of being #1 for weeks -- simply take longer before committing in '14?

2) Fullbacks. Wow. From '13 I knew that they were always tough to get, and quite often -- even in off years when I didn't need one -- I'd create 3-4 of them and spread them across the country. Don't necessarily need one this season but decided to test the create/pipeline/not pipeline concept anyway, and it is looking near impossible. Created 4, one in-state, one pipeline, and 2 others. In-state didn't even have me on his preseason board. Pipeline had me -700 or so, other 2 were also no-gos on their boards (plus poor 'interests'). have battled back to #1 on the Pipeline after a good visit with bonus Pts, up on #2 by about 300 but Bama is #3 close behind and their visit is this week when I take Auburn to Tuscaloosa. Obviously going to lose him. But are certain positions -- FB, C, e.g. -- still like with '13, just plain difficult to get one? Scrolling the list of FBs show 100% Locked, tho not committed, on all but the 1*s on the listing.
Just go after Blocking Tight Ends lol
 
# 63 jhfstyle24 @ 11/19/16 01:14 PM
Quote:
Originally Posted by jgthedon
Just go after Blocking Tight Ends lol
Blocking TE's work, but I find it more realistic to create a few FB's in my area when I need one, then place them on my board and take whomever I am doing best on. Honestly, the overall of the FB doesn't matter. Any decent FB will play great for you.
 
# 64 jbrew2411 @ 11/21/16 08:56 AM
Quote:
Originally Posted by GGGswim
Playing my first season of NCAA 14 (finally letting go of my 20+ seasons with Auburn on '13), coming up with many questions some of which I've been able to find answers to. But:

1) I'm understanding the postseason 'CPU goes all in (10K pts)'. But back in '13 if you were #1 on someone's list for many weeks and late in the season you eventually got the signing. Doesn't seem to be the case in '14, tho, or so it seems. Leading for a CB by +1800 w/ only 2 teams above Locked and all visits complete. #1 for 3wks heading into Wk 14. Is this going to be a case where he'll be waiting until offseason, and with the Center I'm also trying to get -- ahead by only +500 or so, visits complete -- I'll be basically forced to pick one or the other to go all in on myself? And the bigger question is do recruits -- regardless of being #1 for weeks -- simply take longer before committing in '14?

2) Fullbacks. Wow. From '13 I knew that they were always tough to get, and quite often -- even in off years when I didn't need one -- I'd create 3-4 of them and spread them across the country. Don't necessarily need one this season but decided to test the create/pipeline/not pipeline concept anyway, and it is looking near impossible. Created 4, one in-state, one pipeline, and 2 others. In-state didn't even have me on his preseason board. Pipeline had me -700 or so, other 2 were also no-gos on their boards (plus poor 'interests'). have battled back to #1 on the Pipeline after a good visit with bonus Pts, up on #2 by about 300 but Bama is #3 close behind and their visit is this week when I take Auburn to Tuscaloosa. Obviously going to lose him. But are certain positions -- FB, C, e.g. -- still like with '13, just plain difficult to get one? Scrolling the list of FBs show 100% Locked, tho not committed, on all but the 1*s on the listing.

1) In 14 each recruit has a target number they must reach before singing. That is why it seems like it takes longer for a player to sign. I have had guys have me #1 all season, been 2k points ahead of #2 and still lose the guy in the offseason. You don't know the magic # so keep going after a guy until he signs if it is someone you target.

2) My advice here is don't focus on the listed position of players. If I am looking for a FB I look at how I plan to use him. If he is a blocker then I look at TE, undersized linemen with average speed, or even athletes. If I need a runner/receiver I look at power backs or TE's.

As for finding centers I look at all o-linemen. I recruit based on my offense. If I am a spread passing team I look at pass blockers only. I recruit the best guys I can then move the around in the offseason. You can play any lineman at center. If you focus only on the centers to recruit from then you will have a weak spot along your line.
 
# 65 jhfstyle24 @ 11/21/16 02:01 PM
Quote:
Originally Posted by jbrew2411
1) In 14 each recruit has a target number they must reach before singing. That is why it seems like it takes longer for a player to sign. I have had guys have me #1 all season, been 2k points ahead of #2 and still lose the guy in the offseason. You don't know the magic # so keep going after a guy until he signs if it is someone you target.

2) My advice here is don't focus on the listed position of players. If I am looking for a FB I look at how I plan to use him. If he is a blocker then I look at TE, undersized linemen with average speed, or even athletes. If I need a runner/receiver I look at power backs or TE's.

As for finding centers I look at all o-linemen. I recruit based on my offense. If I am a spread passing team I look at pass blockers only. I recruit the best guys I can then move the around in the offseason. You can play any lineman at center. If you focus only on the centers to recruit from then you will have a weak spot along your line.
The game actually doesn't tell you the target number, but you CAN figure it out by looking at how much the lock percentage increases each week and how much other teams are pursuing him. The more pursuit there is, there will generally be a higher lock percentage, but you can figure it out by the rate.
For O-linemen between 75-80, look up 3/4 star guys. Here is the ideal guy you want:
1. 69-73 OVR
2. Sort by squat, and find the guys with the highest combo of squat, then bench, then 40, in that order. Those guys will almost always be gems, 75-81. I have found most of my o-linemen in this currently number 1 recruiting class this way.
 
# 66 jbrew2411 @ 11/21/16 02:42 PM
Quote:
Originally Posted by jhfstyle24
The game actually doesn't tell you the target number, but you CAN figure it out by looking at how much the lock percentage increases each week and how much other teams are pursuing him. The more pursuit there is, there will generally be a higher lock percentage, but you can figure it out by the rate.
For O-linemen between 75-80, look up 3/4 star guys. Here is the ideal guy you want:
1. 69-73 OVR
2. Sort by squat, and find the guys with the highest combo of squat, then bench, then 40, in that order. Those guys will almost always be gems, 75-81. I have found most of my o-linemen in this currently number 1 recruiting class this way.
Yes I know the game does not tell you the exact number of points a recruit needs to reach before singing. Yes I know you can gage interest by the increase in lock percentage each week or look at the points gained/lost for each team.

Squat numbers are tied to acc ratings while bench is tied to strength. You can you those numbers to find gems.

I have been doing this thing for sometime now. Landing a #1 class is very easy in the game so not a measure of ability.
 
# 67 jhfstyle24 @ 11/21/16 03:39 PM
Quote:
Originally Posted by jbrew2411
Yes I know the game does not tell you the exact number of points a recruit needs to reach before singing. Yes I know you can gage interest by the increase in lock percentage each week or look at the points gained/lost for each team.

Squat numbers are tied to acc ratings while bench is tied to strength. You can you those numbers to find gems.

I have been doing this thing for sometime now. Landing a #1 class is very easy in the game so not a measure of ability.
Yeah, I have 4 linemen over 77 overall coming in this class. It's not super hard once you get your tree above level 15.
 
# 68 GGGswim @ 11/24/16 04:20 AM
I nabbed a chart from a thread here back with '13 that gave the corresponding 40-100 ## for the 40, bench, and squat numbers. So correct me if this no longer applies to '14 (I hung on to '13 for many, many dynasty years and just completed my 1st season on '14).
Regarding the squat, there were two ratings columns, for skill players and lineman/linebackers.
The skill-offense SQ was for break tackle, for OL it was specifically the run block number. Didn't know that/if it ties into ACC.
On defense it's for Tackle, but there were different columns for CB/FS/SS and DE/DT.
I still found it difficult to tell if the ATH with a SQ of 655 was OL or DL, tho, but if the tackle rating was also high it was pretty clear he was DL.
 
# 69 jello1717 @ 11/24/16 03:02 PM
Quote:
Originally Posted by GGGswim
I nabbed a chart from a thread here back with '13 that gave the corresponding 40-100 ## for the 40, bench, and squat numbers. So correct me if this no longer applies to '14 (I hung on to '13 for many, many dynasty years and just completed my 1st season on '14).
Regarding the squat, there were two ratings columns, for skill players and lineman/linebackers.
The skill-offense SQ was for break tackle, for OL it was specifically the run block number. Didn't know that/if it ties into ACC.
On defense it's for Tackle, but there were different columns for CB/FS/SS and DE/DT.
I still found it difficult to tell if the ATH with a SQ of 655 was OL or DL, tho, but if the tackle rating was also high it was pretty clear he was DL.
This is correct and it still applies for '14.

Code:
SPD	STR	BTK/TKL	RBK/TCK	
40	BNCH	SQT-S	SQT-L	Rating
4.24				99
4.26				98
4.28				97
4.3				96
4.32	515			95
4.34	510			94
4.36	505			93
4.38	500	410	720	92
4.4	495	405	715	91
4.42	490	400	705	90
4.44	485	395	700	89
4.46	480	390	690	88
4.48	470	385	680	87
4.5	465	380	670	86
4.52	460	375	665	85
4.54	455	370	655	84
4.56	450	365	645	83
4.58	440	360	640	82
4.6	435	355	630	81
4.62	430	350	620	80
4.64	425	345	610	79
4.66	420	340	605	78
4.68	410	335	595	77
4.7	405	330	585	76
4.72	400	325	580	75
4.74	395	320	570	74
4.76	390	315	560	73
4.78	380	310	555	72
4.8	375	305	545	71
4.82	370	300	535	70
4.84	365	295	525	69
4.86	360	290	520	68
4.88	350	285	510	67
4.9	345	280	500	66
4.92	340	275	495	65
4.94	335	270	485	64
4.96	330	265	475	63
4.98	325	260	470	62
5	315	255	460	61
5.02	310	250	450	60
5.04	305	240	445	59
5.06	300	235	435	58
5.08	295	230	425	57
5.1	285	225	415	56
5.12	280	220	410	55
5.14	275	215	400	54
5.16	270	210	390	53
5.18	265	205	385	52
5.2	255	200	380	51
5.22	250	195	370	50
5.24	245	190	355	49
5.26	240	185	350	48
5.28	235	180	340	47
5.3	225	175	335	46
5.32	220	170	330	45
5.34	215	165	315	44
5.36	210	160		43
5.38	205	155		42
5.4	195	150		41
5.42	190	145		40
 
# 70 jello1717 @ 11/24/16 03:04 PM
The chart is illegible in tapatalk on my iPad, but looks great in chrome on my PC.
 
# 71 jhfstyle24 @ 11/27/16 01:22 PM
I knew about the speed correlation, but I never thought to look for the other ones. I always go for at least one guy that runs a sub-4.3, because 96+ speed should develop into 99. 99 speed guys are fun to play with, especially if you can get an athlete who can play QB.
 
# 72 Locke888 @ 12/04/16 12:53 AM
Does bench and PBK correlate?
 
# 73 jhfstyle24 @ 12/05/16 12:33 AM
Quote:
Originally Posted by Locke888
Does bench and PBK correlate?
I believe that bench is run blocking.
 
# 74 jello1717 @ 12/05/16 03:47 PM
Quote:
Originally Posted by jhfstyle24
I believe that bench is run blocking.


Squat is RBK, bench is STR.
 
# 75 jhfstyle24 @ 12/10/16 09:03 PM
Quote:
Originally Posted by jello1717
Squat is RBK, bench is STR.
Is there a number that correlates with PBK? I should probably know this, but I don't.
 
# 76 jello1717 @ 12/11/16 02:20 AM
Quote:
Originally Posted by jhfstyle24
Is there a number that correlates with PBK? I should probably know this, but I don't.


No.
A pass blocker's PBK will be at least 2-3 points higher than his RBK (which you know).
A balanced guy's PBK will be within ~2 of his RBK.
A run blocker's PBK will be at least 3 lower than his RBK and could be a whole bunch lower, so run blockers are a crap shoot (if you're not scouting).
 
# 77 jhfstyle24 @ 12/12/16 01:39 PM
Quote:
Originally Posted by jello1717
No.
A pass blocker's PBK will be at least 2-3 points higher than his RBK (which you know).
A balanced guy's PBK will be within ~2 of his RBK.
A run blocker's PBK will be at least 3 lower than his RBK and could be a whole bunch lower, so run blockers are a crap shoot (if you're not scouting).
Alright, thanks! That's a big help.
 
# 78 coachcolbert @ 12/15/16 10:18 AM
Quote:
Originally Posted by jello1717
This is correct and it still applies for '14.

Code:
SPD	STR	BTK/TKL	RBK/TCK	
40	BNCH	SQT-S	SQT-L	Rating
4.24				99
4.26				98
4.28				97
4.3				96
4.32	515			95
4.34	510			94
4.36	505			93
4.38	500	410	720	92
4.4	495	405	715	91
4.42	490	400	705	90
4.44	485	395	700	89
4.46	480	390	690	88
4.48	470	385	680	87
4.5	465	380	670	86
4.52	460	375	665	85
4.54	455	370	655	84
4.56	450	365	645	83
4.58	440	360	640	82
4.6	435	355	630	81
4.62	430	350	620	80
4.64	425	345	610	79
4.66	420	340	605	78
4.68	410	335	595	77
4.7	405	330	585	76
4.72	400	325	580	75
4.74	395	320	570	74
4.76	390	315	560	73
4.78	380	310	555	72
4.8	375	305	545	71
4.82	370	300	535	70
4.84	365	295	525	69
4.86	360	290	520	68
4.88	350	285	510	67
4.9	345	280	500	66
4.92	340	275	495	65
4.94	335	270	485	64
4.96	330	265	475	63
4.98	325	260	470	62
5	315	255	460	61
5.02	310	250	450	60
5.04	305	240	445	59
5.06	300	235	435	58
5.08	295	230	425	57
5.1	285	225	415	56
5.12	280	220	410	55
5.14	275	215	400	54
5.16	270	210	390	53
5.18	265	205	385	52
5.2	255	200	380	51
5.22	250	195	370	50
5.24	245	190	355	49
5.26	240	185	350	48
5.28	235	180	340	47
5.3	225	175	335	46
5.32	220	170	330	45
5.34	215	165	315	44
5.36	210	160		43
5.38	205	155		42
5.4	195	150		41
5.42	190	145		40
so...

i been playing this game for years and never knew this. lmao

so, if i sort by squat, then look for the highest combo of bench and 40, i should run across some gems?
 
# 79 jello1717 @ 12/15/16 02:15 PM
Quote:
Originally Posted by coachcolbert
so...



i been playing this game for years and never knew this. lmao



so, if i sort by squat, then look for the highest combo of bench and 40, i should run across some gems?

It's all relative. A "gem" isn't a good player. It's someone that's better than originally thought. Say you sort OL by squat (RBK) and you see a balanced guy with 85 RBK (balanced means that his PBK will close to 85 as well. If this guy is thought to me an 80 OVR, then he's not a gem (but still a stud). If he's thought to be a 70 OVR, then he would be a gem. Regardless of whether or not he's a gem, they're both probably equally as good, even if 1 is a gem and the other isn't.
 
# 80 coachcolbert @ 12/15/16 03:04 PM
Quote:
Originally Posted by jello1717
It's all relative. A "gem" isn't a good player. It's someone that's better than originally thought. Say you sort OL by squat (RBK) and you see a balanced guy with 85 RBK (balanced means that his PBK will close to 85 as well. If this guy is thought to me an 80 OVR, then he's not a gem (but still a stud). If he's thought to be a 70 OVR, then he would be a gem. Regardless of whether or not he's a gem, they're both probably equally as good, even if 1 is a gem and the other isn't.
gotcha! so this is more of a tell for guys that dont scout. i mean, i can still use this table but i do still scout. i win most games but not all, and i get most recruits i want but not all. not scouting would add another level of difficulty that im not ready for yet LMAO

thanks!!
 


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