I started with JMU. Recruiting is hard.If you want really hard: Kennesaw State, South Alabama, Jacksonville State
If you want spicy, fun underdogs: App State, Tulane, James Madison, Navy
This play in the game?
I have a couple of different dynasties going, one where I play the games, another where I'm just simming to better understand recruiting and coaching skills. I signed a 4 star, gem wide out. He came in as a 76. Had a star development trait. Was my number 2 receiver as a true freshman. By his sophomore year he was up to an 80 overall. Still holding down the number 2 slot, but clearly had a bright future. Junior season, no stat improvement. Still an 80. Now he was number 3 on the depth chart. I took a closer look at him and even though he had been a 4 star with a good development trait, his ability caps were all pretty low, and he was maxed out. By his senior year, he was my 4/5 receiver and some of the lower ranked receivers I'd recruited were now ahead of him.
I think that's pretty awesome, to include scenarios like that in the game. It makes each player feel unique, and does a good job representing how each player takes a different path, in this case, a guy who peaked early and then plateaued. (aka the Hawkeye Quarterback path)
2nd season as UTEPs OC and i just recruited more transfers than freshman and my class is 55th overallI started with JMU. Recruiting is hard.
Yeah, after I saw it once, I started looking at the ability caps on all of my new recruits, and factoring it in when I choose my red shirts. There's less need to give a guy an extra year, if he's going to be maxed out as a sophomore. It's not the only determining factor, but it's one of them.I just had this happen. I recruited my first ever 5 star QB. Was an 84 going into his redshirt freshman season. Going into his redshirt senior season? 87. He's gotten hurt (not badly) basically every year too, missing 3-5 games.
This is smart and I hadn't thought to do this, also should probably for cuts. If I have 2 76s to cut I just randomly chose, didn't consider this.Yeah, after I saw it once, I started looking at the ability caps on all of my new recruits, and factoring it in when I choose my red shirts. There's less need to give a guy an extra year, if he's going to be maxed out as a sophomore. It's not the only determining factor, but it's one of them.
Yeah, after I saw it once, I started looking at the ability caps on all of my new recruits, and factoring it in when I choose my red shirts. There's less need to give a guy an extra year, if he's going to be maxed out as a sophomore. It's not the only determining factor, but it's one of them.
I have it unlocked but I haven't spent points on it yet. The recruiter tree is probably the most useful, but think the tactician tree is sneaky good as well, especially with a small school, because it literally makes players better. If you get to level 4 for any position group, it can add 3-4 points of overall rating to players. It's really good for the O-line and d-line.I just redshirt everybody.
I also have gone all in on the “Architect” tree, which can increase level caps, so guy actually maxing out rarely happens for me.
I have it unlocked but I haven't spent points on it yet. The recruiter tree is probably the most useful, but think the tactician tree is sneaky good as well, especially with a small school, because it literally makes players better. If you get to level 4 for any position group, it can add 3-4 points of overall rating to players. It's really good for the O-line and d-line.
I currently run both tactician and recruiter, and it feels pretty solid
Dumb question and google wasn’t helpful: how do you see a player’s cap?
In their player card you can look at each attribute and how many "empty" bars there are above where the filled in bars are. That's the hypothetical cap on those traits. Some players have like a bunch of traits 60% filled as freshman and the ability to only grow those to like 70% and others have higher caps.Dumb question and google wasn’t helpful: how do you see a player’s cap?
New patch out this morning. Supposed to fix sim logic. I got a message when I loaded saying that it updated my offline dynasty. Does anyone know if it applies to online dynasties as well? Or do we need to restart?
guessing the white/black jersey will now be in game for Iowa State
guessing the white/black jersey will now be in game for Iowa State
Use Photopea, its a free online photoshop clone. https://www.photopea.com/Teambuilder has some impressive upgrades, which would be expected over 10 years ago, but man it can be tricky with the logos and helmet designs. Logo images must be PNG and even then, most of the time the background still shows up, so when you try placing it on your helmet there's a big white or checkered square along with the logo image. Then even when you get a logo with a transparent background, positioning it on the helmet with the x/y slider can be really tricky.
Will give that a shot, thanks.Use Photopea, its a free online photoshop clone. https://www.photopea.com/
Load your image into it, select the background and delete, then export as a PNG.
This solved my issue I was having with backgrounds showing up on logos.