Complete Linked / Skilled/Attributed teams **DOWNLOAD STEPS INCLUDED** - check 1st post for list

Cool. I think they look pretty balanced so far. The international players have quite a bit of a stat boost (80-100% of the bars) compared to the normal county players (50-80%, depending on ability), which I hope will make them more important during games.

nice one. i will just take out any "obvious" howlers where i've overskilled or given the wrong deliveries to get the helmet rating higher.

just wish they'd give us some clear guidance on it. you'd think it was in their interest as much ours to have as many linked and accurately skilled teams as possible prior to release, but they obviously don't see it that way. makes me wonder if they've something up their sleeve? (i.e. like with stats, so it might not even be worth doing...)
 
I wouldn't put it past Ross 'n' tha gang.

I'll still try and fill them all in before release though, for the county sides at least.
 
nice one. i will just take out any "obvious" howlers where i've overskilled or given the wrong deliveries to get the helmet rating higher.

just wish they'd give us some clear guidance on it. you'd think it was in their interest as much ours to have as many linked and accurately skilled teams as possible prior to release, but they obviously don't see it that way. makes me wonder if they've something up their sleeve? (i.e. like with stats, so it might not even be worth doing...)

I think you said in another thread you'd seen the videos with no sound? Well at the start of the long career vid (i think) Mikey explains that the helmet rating is based on the two best stats (out of six) and that not all 6 skills go into it? Also says that you don't need every type of delivery to be a top bowler. Also said that'll he'll come on here and make a detailed post about it all.

Or have you already heard all of that?!
 
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I think you said in another thread you'd seen the videos with no sound? Well at the start of the long career vid (i think) Mickey explains that the helmet rating is based on the two best stats (out of six) and that not all 6 skills go into it? Also says that you don't need every type of delivery to be a top bowler. Also said that'll he'll come on here and make a detailed post about it all.

Or have you already heard all of that?!

No, I haven't been able to see anything with sound yet, hadn't heard that. That's interesting, but it's also entirely inconsistent with what is happening in CA at the moment - possibly a result of CA being Beta, I guess. Because 100% you cannot get a bowler past a 3 helmet without them having a pretty high rating for every delivery type, I have tried it.

I don't know why they've been so reticent about this, given it's been out there as a question for months. we've got to the point where there are some fabulous creations on the server, starting to get them into teams and linked, but the skills and attributes are a black hole. i don't get what they achieve by not helping the creators; as i said above i would have thought it's in their interest to have the CA creations as ready as possible. surely they don't want people downloading on release day and complaining about the skills for the downloaded players? or (as superfreddie mentioned) having people spending the first day inputting skills.

that's why i guess they have something up their sleeves like with stats. (though, they were similarly silent about the commentary, and the final reveal on that was underwhelming, so i won't pretend i am not a little concerned.)
 
Does each player have just an overall helmet rating or one for both batting and bowling?
 
Does each player have just an overall helmet rating or one for both batting and bowling?

overall, but based on their role.

e.g. you might have a 4 bowler, but put too much batting skills and you'll wind up with a 1 or 2 all rounder.
 
If you watch that 20 minute long career mode video posted by Matt you'll notice that his player had 0 skills for batting but was still able to play some nice shots considering it was his first go at the game. Yes he was playing on the easiest setting but still. I don't think it's necessarily vital to get the stats 100% spot on but to make sure that players have their correct roles.
 
If you watch that 20 minute long career mode video posted by Matt you'll notice that his player had 0 skills for batting but was still able to play some nice shots considering it was his first go at the game. Yes he was playing on the easiest setting but still. I don't think it's necessarily vital to get the stats 100% spot on but to make sure that players have their correct roles.

Like i said before...playing the game is very important before adjusting these. Even if mikem explains everything, we would still not have any idea whether i should leave someone like sachin at 5 or make him 4.
 
If you watch that 20 minute long career mode video posted by Matt you'll notice that his player had 0 skills for batting but was still able to play some nice shots considering it was his first go at the game. Yes he was playing on the easiest setting but still. I don't think it's necessarily vital to get the stats 100% spot on but to make sure that players have their correct roles.

well, that's not necessarily a strength, really. and it's not about being 100%, it's about being given some guidance. all we're actually trying to do is give the community some reasonably accurate players day 1.

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Like i said before...playing the game is very important before adjusting these. Even if mikem explains everything, we would still not have any idea whether i should leave someone like sachin at 5 or make him 4.

playing the game will be about noticing and tweaking obvious errors. we're talking about getting it in a reasonable ball park, without having a buttload of work today when the game is in our hands and we want to play.

we haven't asked for any super secrets, just a couple of basic explanations. i don't see what they gain by with holding it. if there were no decent linked teams to choose from, the community wouldn't be overly impressed.
 
overall, but based on their role.

e.g. you might have a 4 bowler, but put too much batting skills and you'll wind up with a 1 or 2 all rounder.

I would have thought a helmet rating for each would have been better, rather than an overall one, which would make sense for overall team batting and bowling ratings. I wonder how much the bowlers batting rating are take into account for the team batting rating (if it all) and vice versa.
 
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so I have heard what mikey said about the skills in the career video. it's definitely not what is happening in CA - see the video below: every delivery except doosra maxed out = 3 helmet bowler.

ross / mikey: is this a bug in CA then?

 
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How far does that doosra have to go for the helmet to change to a 5, blocker?
 
I'm pretty sure the helmet thing is also based on your progression in the game... [/assumption]
 
I'm pretty sure the helmet thing is also based on your progression in the game... [/assumption]

in career mode, yeah I guess so. not just for "on disc" players, surely...?

@ spitfires, with everything else maxed out, you get him up to a 4 helmet when you've filled in 14 of 22 doosra square/rectangles. when you have filled in 17, he gets a 5.
 
Oh, I'm not really bothered about the on-disk players, heh. I would guess a "5" would be saved for your key players. Your Clarkes, Cooks, McCullums, Tindoolkars...
 

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