by OldFoolStyle on Thu Dec 15, 2005 1:04 am
Most ratings do more than one thing, usualy something for the player and an AI routine.
Passing: rating doesn't change types of passes, just accuracy. On the AI end of things, if a player has a higher passing rating than his scoring ratings he'll be more likely to pass if defended well.
Defensive Awareness: Less likely to fall for crossovers, also recovers faster from being faked out. Increases the speed that a player can reach the hight of his jump. Makes AI players more agressive, better placement on the floor.
Offensive Awareness: Combines with all other offensive ratings to make them better or worse. For example, an average shooter can make in-your-face shots if they have a high OA, a great shooter with low OA might miss the same shot. Might have taken over the old clutch rating, but I can't prove or disprove it. Tends to override rebounding completely. Motivates AI teamates to run plays and get better positioning, lower rated players will tend to just go through the motions, higher rated set/recieve picks better. AI opponents will use more freestyle and superstar moves.
Inside Scoring: Acts as a bonus/subtraction to shots in the paint. Layups seem to be governed by a combination of this and the Dunk rating. AI players with high Inside are more likely to drive or post up, as they are more likely to be able to finnish, but Strength, Quickness, and Ball Handling still govern effectiveness.
Strength: How effective a player is at setting picks, backing down opponents, being backed down, stopping opponents momentum, and winning collisions(blocks, rebounds, mid air fouls, bumps, etc). The likelyhood of the AI to use these is still determined by the other ratings.