Better Understanding Your Turn Football: Player Ratings and Upgrades

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Posted August 26th, 2013 at 4:30 pm

Last week Pick6 Studios developer Michael Saperstein provided insight on the general construction of the excellent mobile game Your Turn Football and some of the strategies to consider when playing. Make sure to check that out here if it was missed earlier. Next up is an opportunity to learn more about what the player ratings mean and how upgrading special teams, defense, and coordinators can impact on-field success. 

On the player ratings scale:

Our ratings are meant to span the whole range of 1-9 within what you’d expect a pro football starter to be able to do.  So a 9 would be akin to an All-Pro in that skill, and a 1 a poor starter.  This means that guys in the 4-5 range are definitely serviceable, and 6-7 are actually pretty good.

On the immediate impact that will be seen depending on ratings differences:

In general, it is hard to immediately see or feel the difference between a guy 1 or 2 rating points higher than another.  However over time you will almost always notice better stats for the higher-rated player. Alternatively, if a player is 5 or more rating points higher than another, you can usually see and feel the difference immediately.

On how top tier players can make spectacular plays:

Guys who are 9s, and sometimes 8s and 7s, can sometimes make a great play in the given category.  For example, a WR with Catch 9 can sometimes snag a ball even when surrounded with defenders.  These plays often can bail you out of a tight situation, and are an extra reason why the top-rated guys are so valuable.

On the QB “Vision” rating:

A QB’s Vision Rating influences how “aware” the QB is of the different receivers when you tap QB Read.  Your QB will always go to the best option he is aware of when you tap it.  So a Vision 9 QB is usually able to find someone open, and can often find someone sneaking downfield; you can often move the ball pretty steadily just using QB Read with that player.  On the other hand a Vision 3 or lower QB is rarely going to make a good play on a QB Read, and often may make a bad one.

On when QB’s will decide to run:

A QB’s Run Rating not only influences his running speed, but also how likely he is to scramble.  Highly-rated Run QBs may also get designed running plays from scrimmage called for them on occasion (beyond just QB Sneaks)

On the impact of durability and energy ratings:

A RB’s Durable Rating influences his ability to break tackles, as well as his ability to avoid fatigue late in a half or the game.  A WR or TE’s Energy Rating also influences fatigue.  A fatigued player is much more likely to drop passes or fumble.  Players do regain some energy during halftime or before OT.

On how the second running back is utilized:

RB1 is the primary runner, while RB2 often lines up at fullback, tight end, and wide receiver depending on the formation, and gets fewer plays called for him.  So if you have a RB with good Speed and low Durability, he is probably best used at RB2.

Through extensive play I’ve found it interesting how my team has evolved by pursuing certain pieces to fit to a particular style. At times along the way I’ve had a passing team with fast receivers and at other points a heavy running team with high durability. Right now I’ve chosen to give up some potential big plays throwing down field by going with a mobile QB and more often than not checking down to a running back with good hands to pick up a handful of yards or scrambling for them. I’ve taken on a strong dual RB approach and at receiver like guys with good hands but don’t necessarily care as much about speed and yards after catch – appreciating the efficiency they provide rather than being somewhat inconsistent but more explosive.

There is really no right or wrong way to go about it. Spend coins/cash on players that will excel under your particular play style. Just know that opposition can check out team ratings at each position compared to their own and start to pick up on tendencies as games go on so a team that will always pass may begin to struggle when the defense realizes they don’t have to be concerned with stopping the run game.

On the concept of defense, special teams, and coordinator “upgrades”:

Upgrades are intended to help with things that the user can’t directly control.

On the rankings in upgrade categories:

A team with 0/5 in any Upgrade category should perform like a poor pro team in that category, while a 5/5 should perform like a great pro team.  So it’s not impossible to move the ball or score on a team whose got a 5/5 on say, Great Tackling, but it’s very tough without great runners, great strategy, and/or some luck.

On what “Great Tackling” provides:

Great Tackling helps a lot in stopping the Run, particularly on RB’s in the backfield and dump-off passes.  This can also help neutralize a team with a super-durable RB.

On the special teams upgrades:

The Special Teams upgrades add up.  A great Kicker may kick longer and more accurately on Field Goals, and also longer and higher on kickoffs.  A great Punter may kick longer and higher, or have more kicks downed, especially inside the 20 yard line.  And a Great Returner will get more yards on average returns, and occasionally break big returns.  While none of these may seem as obvious an immediate boost as say getting a QB rated 9-9-5, they all matter and add up over time, particularly depending on your style of play — I tend to play a run-first/field-position game, and Upgraded Kickers and Punters make a massive difference over time!!

On what offensive and defensive coordinators do:

Great Offensive Coordinator and Great Defensive Coordinator will pay attention to the types of plays the other team is running against you, and make minor adjustments to your play-calling to try to exploit them.  While the strategies you choose still predominate, the adjustments made by the coordinators can often make a difference.  With a super-good Offensive Coordinator you will have fewer three-and-outs, and break more big-plays.  Similarly, a super-good Defensive Coordinator can make up somewhat for bad decisions in defensive strategy calls, and can otherwise really help your team create big defensive plays and three-and-outs more often.

Surprisingly, unlike console games, field position actually matters greatly in Your Turn Football. So when I had earned enough coins to consider spending on upgrades guess where those went first? To improve my punter and kick returner rather than something more flashy. I may next look at the coordinator options considering this info.

Grab Your Turn Football for iOS devices from the app store or on Android from Google Play.

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  • Cusglh

    Eventually is there a way to earn cash or buy it with coins or is that only a pay to play option? I enjoy this game very much. Much more strategy involved. Coordinator upgrades are much better than improved players.

  • AmazinsCowboys

    Pretty cool game, I like it so far. Really like how strategy is so important too in the game. Quick question pasta, not really important but just wondering is there a way to quickly go back to the first of the 516 pages in pastapadre.com history? Curious to see the first few articles but don’t feel like clicking through all the way to page 516.

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