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An Idiot's Theory Of QB Traits
By Wade Pearce
Special to sfl-football.com

Disclaimer: This is my own theory based on many years in GM leagues and general observations with quarterbacks so it could be a complete idiot's opinion :D

Introductions

All offense starts with the quarterback. And fundamentally, as much as you might try to convince the game engine to give every player to your superstar running back, eventually the quarterback will need to make a pass.

This article is going to try and breakdown some QB traits and how to build a team around it.

There is no "golden" solution. The 3 primary tendencies of QBs have pros and cons and there are some different personnel that work better or worse. But even the best rosters are still subject to the Madden random number generator.

The final disclaimer is we don't have access to the game engine so everything here is supposition only.

Attribute Mechanics

The two primary attributes we will talk about are AWR and THA.

Awareness

AWR controls a QBs ability to pick the best passing target and switch from the priority target properly and utilise . Defensive pressure, by pass rushes and coverage, have a negative impact on this value. Thus the higher AWR a QB has, the higher their adjusted field vision is. There are other factors that go into deciding the outcome of a play (such as the quality of the receivers, etc) but this is the core of QB awareness.

Throwing Accuracy

The THA of a player determines how good they are at putting the ball in the right spot dependent on how they are moving. Madden has always valued a QB with their feet planted, so obviously QBs on the move take a penalty to their ability to hit their targets. This value takes a penalty over distance which gets adjusted appropriately by the THP rating (ie. a high THP rating will reduce the distance penalty on THA).

QB Tendencies

When it comes to quarterbacks, most General Managers steer clear of scramblers and that's it. As long as the quarterback is not a scrambler most GMs call it a happy day and move on. But there are some differences that can help a GM gameplan appropriately.

Pocket Tendency

Pocket QBs are the position that desires AWR over THA. They are the QB that does the least amount of movement during a play and thus spends the most time with their feet planted. So their THA penalty on average is less that the other QB types. But they mostly play out of the pocket which means they're going to spend more time with the D-line and linebackers pushing in on them applying pressure.

A benefit of a pocket QB is that it's easier to build an O-line around them. They aren't going to run anywhere so highly mobile O-line aren't as critical because they're not trying to shift laterally as much but more provide the pocket. Obviously putting sub-60 AGI and ACC OTs in will let linebackers around all day, but you can work pretty well with a high STR, heavy OT with under 70 on AGI and AWR.

Pocket QBs work best with power running backs if you're O-line is more for heavy lifting than movement. The trade off to creating a road block O-line is it won't move laterally as well for running plays so you need a running back and playbook that spends most of its running plays going through the line. Those big, strong, immobile linemen will make holes but only in front of them.

Balanced Tendency

A large majority of QBs are balanced (namely due to Madden's low SPD rating to bump a QB from pocket to balanced). As the name suggests, this type of QB favours both AWR and THA. It can be hard to use an inexperienced balanced QB unless you already have an offense fully developed. Balanced QBs don't really start becoming owners of their own destiny until their AWR is over 80 and their THA is over 87. Even then, to become superstar, you need 85/90.

Balanced QBs move more. They're the best Madden 08 engine can do to emulate "improvisers".

For the offensive linemen, you want athletic tackles. Strength plays less of a factor here. As a balanced QB will move about more, being able to react to edge rushers is a necessity.

And from a running back, both power and balanced backs work with the balanced QB. A balanced running back can utilise the more mobile tackles better and benefit from some extra running lanes.

Scrambling Tendency

Scrambling is the tendency most people don't want. And that's because the primary trait of a scrambling QB is not utilised by the Madden 08 engine enough. The trade off with scramblers is that they're meant to be basically another 0.5 running backs for the team. You can make a scrambler work in Madden 08 but it needs a very specific roster build to allow the CPU to get the best from them.

Scramblers have a higher priority on THA over AWR. They spend a lot of time moving around so they're going to get penalised a lot more for being on the move. But because they're on the move, they aren't getting pressured as much on average so AWR doesn't get penalised as much. They also need some decent STR and CAR because they are going to need to deal with being outside the offensive line.

But a scrambler needs a very athletic offensive line for the guard and tackle positions. Sub-90 strengths and sub-300 weights are completely fine in exchange for make the line mobile.

Speed or balanced backs work best with scramblers because you need a running back that can take advantage of the shifting line and can also work as a surrogate mobile blocker for the QB.

Handedness

Left handed QBs suck in the Madden 08 engine for the CPU. The AI just doesn't work. I'd like to say there's something redeeming but having watched the CPU just screw over left handed QBs in CPU games it's obvious that the engine just doesn't know how to use left handed quarterbacks and the snap physics is just wrong.

The Final Wrap

The above is all great in theory but obviously if you've got a unicorn player (ie. a lineman that is 300lbs+, 90+ STR, 70+ AGI/ACC) then they're plug-n-play with any QB type. You can cover the deficiencies of a young QB with excellent personnel. Veteran WRs with good awareness and CTH can offset the quarterback.

Scramblers can work but you need to surround them with a mobile squad of blockers. Good tight ends, mobile guards and tackles, a playbook that utilises full backs in blocking schemes more. They suffer a little bit from the game engine not capitalising on holes for decent rushing gains but the AI will run them occassionally.

We are all victims of the random number generator. We don't get to cherry pick the best fitting plays for the personnel on the field and playbooks are fairly generic. The goal here is to understand our QB to better progress them and give them the personnel around them so they can succeed more often.

As stated at the start, this is entirely my own theory. It is based on observations, discussions in forums, and applying some of the more transparent information from later Maddens back into the older engines given EA has only really iterated the overall AI logic. Take it all with a grain of salt :D
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