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    Rookie Scouting FAQ by Rangitamoe

    Version: 1.0 | Updated: 10/19/02 | Search Guide | Bookmark Guide

    Platform: Playstation 2
    Version: 1.0
    Written: 19 October 2002
    Author: Rangitamoe
    Email: rookiefaq@optusnet.com.au
    1. Introduction
    2. Legal Stuff
    3. Revisions
    4. What's In This FAQ
    5. Pre-Scouting
    6. The Scouting Screen
    7. Player Ratings And What They Mean
    8. Ratings Table
    9. Credits
    10. Comments & Suggestions
    One of the greatest improvements in the ever-continuing Madden series
    of football games has to be this year's introduction of rookie
    scouting. In previous years, in order to pick the best player for
    your team all you had to do is preview the draft first, or wait until
    the draft itself and merely grab the player with the best stats
    overall. This isn't how it works in the real NFL and it should be the
    same in a video game. Well now it is. What I hope to do in this FAQ
    is to breakdown all the data that is given to you when you are rookie
    scouting, and try to transform it into meaningful stats that will
    assist coaches to draft the best possible players for their team.
    I don't have too much of a problem with my FAQ being used on other
    sites, so long as you email me for permission, and give me due credit
    on the site on which it is placed.
    Anyone who does NOT ask my permission and blatantly rips off my FAQ
    will find him or her facing serious legal action.
    1.0	First writing of this guide
    This FAQ contains a rundown of all the data you find in the rookie
    scouting screen, what each term means, and a guide to tell you the
    approximate stat value of that data. I will also endeavour to give
    you ideas on exactly which players to scout BEFORE you hit the
    For those gamers already familiar with the scouting process, and are
    simply looking for a conversion from say 40 time to Speed rating,
    scroll down to section  and start reading. For those less familiar or
    new to Madden 2003 then read on.
     I should point out that this FAQ assumes that the reader already has
    a knowledge of navigation and the game controls for playing Madden
    2003. If you require any further information on those aspects either
    consult the user manual, or one of the other comprehensive FAQs
    listed on GameFAQs
    Before you even consider looking at the scouting screen, it's a good
    idea to go through your roster thoroughly at end of season. Things to
    look for are player progression, age, contract remaining and overall
    ability at each position. I tend to do this on a position-by-position
    basis, and writing down those players who I think may be better off
    releasing or trading to other teams. I generally look at each player
    in this order:
    Progression - A player who loses ratings based on last year can be a
    hindrance rather than help. I tend to overlook players who drop 1 or
    2 points overall, as I put it down to either injury or having a bad
    year. Anything more than that deserves a thorough investigation. Is
    the player too old? Were they injured all season? It could be any
    number of factors.
    Age - On a personal level, unless my depth is extremely weak at that
    position or the player concerned has a high overall rating, I tend to
    release or trade any player over the age of 32, sometimes 30. Players
    who pass 30 generally start to decline in their stats overall and end
    up becoming a shell of their former self. Its often better to draft a
    rookie of lesser ability and let them improve rather than watch a
    former star pale into insignificance.
    Contract - By this point you should have determined a rough list of
    who you are likely to get rid of. Releasing players while still under
    contract though adds penalties to your salary cap (unless you turn
    the cap penalties off, but what fun is that?). What do you do? Well,
    if the player you wish to dump has no years remaining on his
    contract, then simply do not resign them. That way it doesn't cost
    you a cent. If they are still under contract then trade them to
    another team. Players rated overall in their 70's can still be useful
    additions to other teams who are low at that position. If the players
    you are trading are of pretty poor quality, then clump 3 together and
    trade them that way. I usually try to trade for draft picks rather
    than other players. That way you save money for the cap room needed
    to sign the rookies.
    Now you have your complete list of players that you no longer need.
    Keeping that in mind, re-assess your positional requirements and make
    another list of what positions need filling and prioritise
    accordingly. This list will form the basis of your scouting. All set?
    Let's go shopping!
    This is where all the action is going to take place. The scouting
    screen initially has only very basic information about players. Name,
    Height, Weight, College, Position etc. It also has the projected
    round in which the player is likely to be taken. Now then, grab your
    prioritised list and see what position(s) you need urgently and go to
    that position. You'll see a list of all rookies eligible for the
    draft. But which one to pick?
    All that you are given to work on initially is a little snippet of
    useful information on what I call that players "primary abilities".
    That is, the abilities generally considered to be the most important
    for that position. It's not the be all and end all of course, there
    are many other factors to consider, but these abilities are those
    which will be considered most frequently in a game situation. These
    usually take a rating form like Amazing, Great etc. (these ratings
    will be explained in more detail later in the FAQ).
    The key now is to find the right person for your team. For that to
    happen you need to consider your style of play, your surrounding
    personnel and weaknesses you found from the year before. Having a top
    notch receiver is useless unless the QB has the accuracy to get it to
    him, for example. Pinpoint the precise type of player you are after
    at the position.
    Also keep in mind your draft position. That Marshall Faulk type HB
    you have your eye on won't be there if you are picking at 31. Be
    realistic with your choice of projected round when looking at
    rookies. Keep in mind though, that there is an opportunity to trade BEFORE
    the draft itself. It may be possible to trade up for better picks.
    Armed with all this information, its now time to determine how many people
    you wish to scout at each position. You only have 15 people you can scout
    per round, so you need to make sure you use these effectively. My personal
    preference is to pick 5 positions where I need to upgrade and select 3 from
    each to scout. Obviously this is dependant on whether you have more or less
    positions you need to scout for, and how important to the grand scheme of
    your team it is. I also like to mix the projected rounds to try and have some
    early, some in the middle and some late. Its all up to you.
    Now its time to hit the crux of the FAQ, the ratings.
    Before I continue, I would like to thank Fisk72 from GameFAQs message boards
    for providing the information as to what the ratings mean. I urge anyone to
    have a look at his posts at the Madden 2003 board on gamefaqs.com .
    Once you pick your batch of up to 15 rookies to scout, its time to go to combine.
    This is where you get a whole lot more information, and where you can filter
    through and find the players you really want. All players regardless of position
    have 6 basic drills that have times or numbers measured to them. Here is a list
    of them, and what stat they equate to:
    40 time = Speed
    Shuttle = Acceleration
    Cone = Agility
    Bench reps = Strength
    Vertical = Jump
    Interview = Awareness
    On top of these, there are a few position specific abilities that rank from highest
    to lowest as such (Interview also follows this scale):
    Amazing, Great, Good, Above Average, Average, Below Average, Bad, Terrible
    These abilities (and translations where necessary)
    Throwing Arm = Throwing Power
    Pass Accuracy = Throwing Accuracy
    Run Power = Break Tackle
    Hands = For HB/B this is the Carry stat, for WR/TE/CB/FS/SS's the Catch Stat
    Run Block
    Pass Block
    Kick Returns
    Kick Power
    Kick Accuracy
    **** IMPORTANT NOTE ****
    Before I go into detail in each stat, I should point out that the translated ratings
    are NOT 100% accurate. They simply give you a guide as to what range of ratings the
    drills are likely to give you. As you complete scouting players for the full 3 rounds,
    you are given more and more information about the player. This information may affect
    the ratings that will be shown later in the FAQ.
    For example, if a player has below average speed, but the scout says that they have
    improved their speed, then the 40 time won't be a true reflection of the players speed.
    Conversely, if a player with fantastic bench press stats has information saying he's not
    as strong as first thought, then his strength rating will be lower than usual. There is
    always room for statistical variance. Please keep this in mind when referencing these tables.
    40 TIME
    Ability: Speed
    4.24 - 4.35				90-99
    4.36 - 4.52				80-89
    4.53 - 4.67				70-79
    4.68 - 4.81				60-69
    4.82 - 4.96				50-59
    4.97 - 5.10				40-49
    Ability: Acceleration
    3.75 - 3.92				90-99
    3.93 - 4.09				80-89
    4.10 - 4.25				70-79
    4.26 - 4.44				60-69
    4.45 - 4.64				50-59
    4.65 - 4.82				40-49
    4.83 - 5.05				30-39
    Ability: Agility
    6.60 - 6.82				90-99
    6.83 - 7.05				80-89
    7.06 - 7.28				70-79
    7.29 - 7.51				60-69
    7.52 - 7.75				50-59
    7.76 - 7.97				40-49
    7.98 - 8.20				30-39
    Ability: Strength
    38 - 44				90-99
    30 - 37				80-89
    24 - 29				70-79
    18 - 23				60-69
    12 - 17				50-59
    6  - 11				40-49
    Ability: Jump
    42 - 39				90-99
    36 - 38				80-89
    33 - 35				70-79
    30 - 32				60-69
    27 - 29				50-59
    24 - 26				40-49
    21 - 23				30-39
    Ability: Various
    Here is the tough one. Because there is no finite measure for Amazing, Great etc.
    it is extremely difficult to put a stat range to it. What I have done is given the
    highest and lowest value I have seen for the stat, the average of all results
    for that stat, and what I call a "common range" which is essentially me eliminating
    a some high & low values to get a range
    where the bulk of the values lie. The scouting notes are even more important for
    these stats.
    Amazing			81			96			88		85-95
    Great			70			89			80		75-85
    Good			60			89			73		68-79
    Above Average		50			79			70		64-77
    Average			42			81			61		54-68
    Below Average		42			90			55		46-57
    Bad			25			58			43		40-50
    Terrible		0			27			14		10-20
    9. CREDITS
    I'd like to thank Fisk72 for his figuring out the abilities and what it means.
    Thanks also to Makavelli for putting together one of the most comprehensive
    guides on Madden 2003. To get a copy you can email him at madden_associates@yahoo.com .
    Thanks to GameFAQs for finding a place for hardcore games to congregate and share
    Finally, to EA Sports and Tiberon for producing by far and away the best series
    of football games on the market.
    I hope this you have found this FAQ informative and useful. If you have any suggestions
    or comments that might make this a better FAQ please drop me a line at rookiefaq@optusnet.com.au
    I will have no tolerance for flamers or those who just want to say "This FAQ sucks".
    CONSTRUCTIVE criticism is welcomed.
    Good Luck and Happy Gaming.
    (c) 2002 rangitamoe

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