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Apr 26th, 2015
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  1. Easter Andre Reed
  2. Position: WR
  3. Competition: MM Fitz, MM Johnson, PH Bryant, SR Carter, PH Jones, Jerry Rice, Honors OBJ, the Super Bowl Players, the Pro Bowl players, Steve Smith
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  5. Who you should get: Any of the first four
  6. Why?: Good all-around stats may make him look like a solid option, but like Bell and Smith he does not exceed in any particular area that makes him worth having (including a lackluster 6'2'' height). and this dooms him to mediocrity. Whatever you want to do with him, there will always be somebody better for the job, leaving Reed inferior. Want deep ball domination? Choose PH Dez for separation and MM Calvin (or your TE) for height. Want agility, possession, short balls, and screens mastered? Take PH Dez (again), FB Hester or Desean Jackson. His one use could be experimentation: since he is so balanced, you can play around with him and see your style of throwing without being influenced by a specialized receiver. In other words, it would be hard to find out if you have latent deep ball skills if you are only throwing to Hester and Steve Smith.
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  8. Positional Hero Gerald Mccoy
  9. Overall: 99
  10. Competition: MM Randle, MM MJG
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  12. Who you should get: MM Mean Joe Green for DT1, Donald for DT2. Alternatively, get Randle for DT1 if you can pay for him.
  13. Why?: A Madden Mobile Defensive Tackle has two main possible jobs. First, it can man the interior line, holding offensive linesman in place (preventing them from blocking your edge rushers and blitzing defenders) and creaming inside runners. The ideal stats for this are strength and power moves; the first prevents linemen from overwhelming, and the second crushes poor unfortunate backs. MJG simply beats Mccoy in both of these two stats, making him the superior option. In DT2, a fast DT is very useful to capitalize on countered plays in Head to Head and League. Donald has much better speed and acceleration, leaving him as the superior option. There is no non-budget related reason to use Mccoy unless you are shooting for max defensive awareness (which I disagree with, since lower awareness can make a play work one time and catch your opponent off guard) or for max overall (which is pointless for gameplay).
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