SCOUTING
REPORT
Section I: Interface
Section II: Player Ratings
Section III: Statistics
Section I: Interface
This dialog
contains a variety of buttons:
- The
Last Player and Next
Player buttons let you view
adjacent players on the same team as the
player viewed. If the player is a Free Agent
or College Player, these buttons simply let
you traverse the players of that type.
- The
Go Get button is only shown
for players that aren't on your team. Hitting
this button for a free agent will take you to
the Free Agent
Dialog where you can negotiate with the
player for a contract. Otherwise this button
will take you to the Trades
Dialog where you can discuss a trade
arrangement with the player's current team.
- The
Negotiate button is only
shown for players on your own team. It lets
you bring up the Contract
Dialog to renegotiate a player's
contract. Players will only be open to
contract renegotiation if their contract is
about to expire. Otherwise, this button will
be disabled. Players tend to be less willing
to renegotiate contracts early in the season.
After the Super Bowl, any player with a
contract that is about to expire will be
willing to renegotiate.
- The
Help button brings up this
help screen.
- The
Done button closes the
Scouting Dialog when you are done viewing the
player data.
Changing
Positions
To change the
listed position for a player, click on the
position shown at the top of the player's
Scouting Report:
Changing a
player's position will change how he is used in
games (click here
for more info).
Changing
positions will also negatively affect some of
the player's ratings. For example, changing an
offensive lineman from 'Guard' to 'Tackle' will
reduce his Pass
Blocking rating by about 3-5 points
(because tackles have more pass blocking
responsibilities, guards tend to not perform as
well at this job whem converted to tackles).
Section
II: Player Ratings
Player talent and
skill is defined with numeric ratings in a
number of categories, using the following
benchmarks:
90: Superstar (capable of MVP-level performance)
80: Star player (frequent Pro
Bowl selection)
70: Average NFL
starter (among the top 25 players on a team)
60: Solid backup player (among the top 53
players in an organization)
50: Roster player (able to compete for a
roster spot)
A rookie's
ratings will increase as they mature. You will
notice a drop in ratings with age or serious
injuries. Investing
in a team's scouting system will increase the
accuracy of player ratings.
If you are
playing in Owner Mode, the amount your spend on
your Scouting Department will affect the
accuracy of your ratings.
Ratings for
Quarterbacks
Accuracy: The
Accuracy rating indicates the Quarterback's
ability to throw a pass on target to a receiver.
Quarterbacks with high Accuracy ratings will
complete a large percentages of their passes.
Distance: The
higher a Quarterback's Distance rating, the
longer he can throw the ball without loss of
accuracy. A Quarterback with a high distance
rating will tend to average a greater number of
yards on each completed pass.
Control: A
Quarterback's ability to make intelligent
throws, or to exercise self-control in throwing
the ball away, and thus avoid interceptions.
Red Zone: The
Quarterback's ability to complete passes within
20 yards of the opponent's end zone. A high
rating will usually be reflected by a higher
number of touchdown passes.
Mobility: The
reflects a Quarterback's ability to rush the
ball to gain yardage. To a lesser extent, it
also reflects the QB's ability to avoid sacks.
Ratings for
all "Skill Positions" (Quarterbacks, Running
Backs, Fullbacks, Tight Ends and Wide
Receivers):
Durability: This
rating indicates the player's ability to rush or
receive the ball effectively, many times per
game, throughout an entire football season.
Although a rookie might be young and healthy, he
may not have yet acquired a strong 'Durability'
rating because he doesn't have the skill to
effectively mislead defenses on a large number
of plays per game. Players with low 'Durability'
ratings who are overused may lose effectiveness
as the season progresses, either through fatigue
or because opposing defenses (through scouting
and tape analysis) have learned the player's
tricks.
Speed: Overall speed and maneuverability. It impacts both a player's rushing ability and receiving ability. (A player's Speed Rating will decline
as he ages, even though his 40-yard dash time
always reflects his speed on the day of the NFL
combine).
Power: For rushers, this is the ability to break tackles
or "move the pile"; it is primarily manifested on rushes between the tackles in short yardage situations, and also in yards gained after first contact by a defender. For receivers, it also reflects the player's ability to compete for the ball in tight spaces (such as the end zone) — either by outjumping the defender or by creating separation.
Quickness: The ability to corner and change direction quickly, primarily reflected in the player's ability to evade tacklers. For receivers, this affects the player's success running tight routes and breaking free from man coverage.
Vision: The ability to see the
field and find the best line to avoid tacklers.
This also includes the ability to get to the first
down marker in the open field, and to catch the
ball in a position to gain yards after the catch.
Receiving: The player's aggregate
skill as a pass receiver, on top of his natural
abilities (such as Speed, Power, Quickness and
Vision). This ability is primarily about the
ability to run patterns, but also includes the
learnable components of beating a defender and
running with the ball after the catch. Players
with high 'Receiving' ratings will have more balls
thrown to them, and usually for more yards per
catch.
Hands:
The player's basic talent to hold on to the
football. This helps a player make receptions
and avoid fumbles.
Run Blocking: The
player's ability to block defenders on run
plays. This is especially important for Tight
Ends and Fullbacks.
Pass Blocking:
The player's ability to block defenders on pass
plays. This includes both the ability to protect
quarterbacks (such as with Running Backs) and
the ability to make downfield blocks on screen
passes and open-field breakaways (such as with
Wide Receivers).
Ratings
for Offensive Linemen
Rush Blocking:
The lineman's ability to block defenders and
create a hole for a running play. Heavier
linemen tend to be better rush blockers because
they can apply more force to a defender.
Pass
Blocking: The lineman's ability to block rushing
defenders and buy more time for the passer.
Lighter linemen tend to be better pass blockers
because they can react more quickly to oncoming
defenders.
Discipline: The
lineman's ability to keep his cool on the line
in the shadow of imposing 300-pound defensive
linemen. Players with higher 'Discipline' will
commit fewer penalties.
Ratings for
Defenders
Run Defense: The
defender's ability to stop the run. Players with
skill in this area will get more tackles over
the course of the season, and will read the run
well enough to help his team reduce opponent
rushing yardage.
Pass Rush: The
ability to rush the passer and either force an
incompletion or cause a sack. This skill is most
important in Defensive Linemen, but a Linebacker
or Safety with good pass rushing skills can also
help your team keep pressure on the opponent's
passing game.
Pass Coverage:
The ability to cover an eligible receiver and
prevent a completed pass from being thrown to
him. This ability is most important in
Cornerbacks, whose direct job it is to cover
receivers, but it is also important in
Linebackers and Safeties who also have pass
coverage duties.
Turnovers: The
defender's ability to cause turnovers. Defensive
backs (Cornerbacks and Safeties) will tend to
cause more interceptions, while Defensive
Linemen (Defensive Tackles and Defensive Ends)
will cause more fumbles.
Tackling: The
ability to bring down a ball carrier and/or make
open-field tackles. This skill is useful on both
run plays and pass plays.
Ratings for
Kickers and Punters
FG Accuracy: A
kicker's basic ability to kick moderate range
field goals through uprights.
FG Distance: A
kicker's ability to succeed at long field goal
attempts.
Punt Accuracy: A
punter's ability to gain hang time and place the
ball when kicking. A higher rating will lead to
fewer touchbacks and a greater ability to pin
the opposing team deep in territory.
Punt Distance:
Run punting distance. This is most useful when
punting from your own territory, and is
generally reflected in the punter's average punt
distance.
Section
III: Year-By-Year Stats
G: Games Played
GS: Games Started
Abbreviations
for Quarterbacks
(shown from left to right)
Att: Pass
Attempts
Comp: Pass
Completions
Pct: Completion
Percent
Yards: Passing
Yards
Yds/Att: Yards
Gained per Pass Attempt
TD: Passing
Touchdowns Thrown
Int:
Interceptions Thrown
Rating: Passer
Rating (aka 'QB Rating')
Rush: Rush
Attempts. Includes positive yardage gains on QB
"scrambles" (losses are counted as sacks).
Yds: Rushing
Yards
Sacks: Times
Sacked
Yds: Total Yards
Lost from Times Sacked
Abbreviations
for Running Backs, Wide Receivers, and Tight
Ends
(from left to right)
Rush: Rushing
Attempts
Yards: Rushing
Yards
Avg: Yards per
Rush
TD: Rushing
Touchdowns
Fum: Fumbles
Tgts: Times
Targeted (as a receiver)
Rec:
Receptions
Yards:
Receiving Yards
Avg: Yards per
Reception
TD: Receiving
Touchdowns
YAC: Yards After
Catch (per reception)
1st: First Downs
(gained on pass receptions)
CR: Catch Rate
(receptions / times targeted)
PRet: Yards gained
per Punt Return
KRet:
Yards gained per Kick Return
TD: Return
Touchdowns (on Punt Returns and/or Kick Returns)
Abbreviations
for Offensive Linemen
(from left to right)
Yds/Rush: Rushing
Yards per Rush on running plays to the lineman's
part of the field.
Sacks Allowed:
The number of sacks charged against this
linemen. The official score will often divide
the blame for a sack between two or more
players, leading to fractional "sacks allowed".
Penalties: The
number of penalties committed as an offensive
lineman. The most common penalties are "Holding"
(10 yards) and "False Start" (5 yards).
Pen-Yds: Total
yards awarded to the opposing defense on
penalties committed by this player.
Abbreviations
for Defensive Players
(from left to right)
Tackles: Total
Tackles ("Solo Tackles" plus "Assisted Tackles")
Tk/G:
Tackles per Game
Solo:
Solo Tackles
Asst: Assisted
Tackles (tackles that the player assisted on)
FF: Fumbles
Forced
PD: Passed
Defensed (aka 'Knockdowns')
Int:
Interceptions
TD: Defensive
Touchdowns (on an interception or fumble
recovery)
PRet: Yards
gained per Punt Return
KRet:
Yards gained per Kick Return
TD: Return
Touchdowns (on Punt Returns and/or Kick Returns)
A
Note On "Tackles"
"Tackles"
have been an official stat since 2001,
but there is still some confusion
about what the term means. For
example, CBS
Sports and NFL.com
both show Luke Kuechly with 164
Tackles in 2012. But Pro-Football-Reference
only gives him 103 tackles.
This is
because CBS and the NFL are adding
together "Solo Tackles" and "Assisted
Tackles", but Pro-Football-Reference
is showing "Solo Tackles" (with a
column next to it for "Assisted
Tackles").
ESPN
adds more confusion. Instead of a
column called "tackles", they have a
column called COMB (for "combined")
and one called TOTAL. This doesn't
clarify anything, because "total" and
"combined" are essentially synonyms,
both meaning to "add
up".
For
Football Mogul, we use the official
NFL definition:
[A tackle is] recorded when a
defensive player makes contact with an
offensive player, forcing him to go to
the ground. Tackles can be recorded as
either "solo tackles" or "assisted
tackles".
In
other words, "tackles" includes both
"solo tackles" and "assisted tackles".
For every tackle that occurs in the
simulation, Football Mogul will either
award a "solo tackle" to one defensive
player, or an "assisted tackle" to two
different players.
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Abbreviations
for Kickers
(from left to right)
PAT: Points After
Touchdown (aka 'Extra Points')
FG<30: Field
Goals/Field Goal Attempts, at distances less
than 30 yards
30-39:
Field Goals/Field Goal Attempts, at distances
from 30 to 39 yards
40-49: Field
Goals/Field Goal Attempts, at distances from 40
to 49 yards
50+: Field Goals/Field
Goal Attempts, at distances of 50 yards or more
FG%: Overal Field Goal
success rate
LG: Longest Field
Goal
Pts: Total points
scored from Field Goals and Extra Points
Abbreviations
for Punters
(from left to right)
Punts: Number of
punts
Yards: Total
Yardage of all punts combined
Avg:
Average Punt
Distance
LG: Longest Punt
TB: Touchbacks
(number of punts kicked into endzone)
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