I'm trying to decide which SA to invest in for my balanced WR... Which is better? Do they work together? Like... When running a route do you get the boost to Speed and Agility from Run Route AND the decrease to speed lost in cuts from Quick Cut? Cause then both would be a worthy investment. Unless of course QC doesn't work during a route, then Route Run is far and away the best.
BigRick70
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Quick Cut works during routes
Route Run doesn't seem to be that great of a SA... the bonus it gives seems to be very small
Route Run doesn't seem to be that great of a SA... the bonus it gives seems to be very small
notgoing2argue
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Route Running seems to have ZERO impact from what I can tell. I have a piece of AEQ that is +3 RR and when I take it off I notice no difference.
BigRick70
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Originally posted by notgoing2argue
Route Running seems to have ZERO impact from what I can tell. I have a piece of AEQ that is +3 RR and when I take it off I notice no difference.
lol the bonus to spd/agi is probably something like .5 per level... maybe less
Route Running seems to have ZERO impact from what I can tell. I have a piece of AEQ that is +3 RR and when I take it off I notice no difference.
lol the bonus to spd/agi is probably something like .5 per level... maybe less
Mob-6
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Originally posted by BigRick70
Originally posted by notgoing2argue
Route Running seems to have ZERO impact from what I can tell. I have a piece of AEQ that is +3 RR and when I take it off I notice no difference.
lol the bonus to spd/agi is probably something like .5 per level... maybe less
I would hope it is more or it renders it a waste of points for anyone who took it with less than 68 speed/agility. The skill point investment in SAs would have to yield a better benefit than investing the equivalent SP in just attributes.
It costs 30 SP to get to 10 RR. Under your .5 increase (or less) a guy with 60 speed and agility would go to 65 speed and agility with 10RR. You could increase 60 speed and agility to 65, by just investing 15 SP into both speed and agility. There is no benefit to take the SA in this case.
Now if we looked at a guy at the 4th cap, who had 68 speed and agility and it would cost him 40 points to raise speed and agility by 5 to 73, 10RR would save him 10 SP as it only cost 30 SP for the same increase.
Is 68 speed and agility the starting point for making RR useful or is the bonus higher on RR?
I have been touting the 68/68/68 build this season (catching, agility and speed). These are very doable numbers by level 40, about the time you'd start to look at SAs like RR. There was a thread in another forum where someone said they couldn't believe how many tackles they missed on an HB when they have 50 tackling. Someone then commented that 50 out of 100 or more isn't really all that much. If we take a similar logic with speed and agility, 68 speed and agility would still put WRs on the lower end of 100.
Originally posted by notgoing2argue
Route Running seems to have ZERO impact from what I can tell. I have a piece of AEQ that is +3 RR and when I take it off I notice no difference.
lol the bonus to spd/agi is probably something like .5 per level... maybe less
I would hope it is more or it renders it a waste of points for anyone who took it with less than 68 speed/agility. The skill point investment in SAs would have to yield a better benefit than investing the equivalent SP in just attributes.
It costs 30 SP to get to 10 RR. Under your .5 increase (or less) a guy with 60 speed and agility would go to 65 speed and agility with 10RR. You could increase 60 speed and agility to 65, by just investing 15 SP into both speed and agility. There is no benefit to take the SA in this case.
Now if we looked at a guy at the 4th cap, who had 68 speed and agility and it would cost him 40 points to raise speed and agility by 5 to 73, 10RR would save him 10 SP as it only cost 30 SP for the same increase.
Is 68 speed and agility the starting point for making RR useful or is the bonus higher on RR?
I have been touting the 68/68/68 build this season (catching, agility and speed). These are very doable numbers by level 40, about the time you'd start to look at SAs like RR. There was a thread in another forum where someone said they couldn't believe how many tackles they missed on an HB when they have 50 tackling. Someone then commented that 50 out of 100 or more isn't really all that much. If we take a similar logic with speed and agility, 68 speed and agility would still put WRs on the lower end of 100.
Last edited Jan 21, 2009 13:25:28
Viscount
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Originally posted by BigRick70
Originally posted by notgoing2argue
Route Running seems to have ZERO impact from what I can tell. I have a piece of AEQ that is +3 RR and when I take it off I notice no difference.
lol the bonus to spd/agi is probably something like .5 per level... maybe less
A very old post, but quite relevant.
Originally posted by Bort
I'll just say this about special abilities:
They can give you a sizable situational bonus (certainly quite a bit more than a simple +1 to an attribute might) when they work successfully, but you won't pull them off successfully every time. You can increase the chances of them working by raising their levels.
The actual amount they help you is up to you to discover. The description popups should give you a pretty good idea of what they do, though, so you're not totally blind.
http://goallineblitz.com/game/forum_thread.pl?thread_id=125&page=2
Originally posted by notgoing2argue
Route Running seems to have ZERO impact from what I can tell. I have a piece of AEQ that is +3 RR and when I take it off I notice no difference.
lol the bonus to spd/agi is probably something like .5 per level... maybe less
A very old post, but quite relevant.
Originally posted by Bort
I'll just say this about special abilities:
They can give you a sizable situational bonus (certainly quite a bit more than a simple +1 to an attribute might) when they work successfully, but you won't pull them off successfully every time. You can increase the chances of them working by raising their levels.
The actual amount they help you is up to you to discover. The description popups should give you a pretty good idea of what they do, though, so you're not totally blind.
http://goallineblitz.com/game/forum_thread.pl?thread_id=125&page=2
Mob-6
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I don't buy that route run is a chance to trigger SA. If it was, wouldn't it essentially be a blend of FS and QC?
smakibbfb
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The description in route run says it is very important to WRs who aren't otherwise very fast or agile. So to me that suggests if you're fast and/or agile then it won't benefit you as much.
This is probably way off, but at level 10 it may do something like close the gap between your WRs speed and agility and 80 by 50%, or add 10% to you're speed and agility, whichever is larger.
That would mean that slow and un-agile WRs with 10 in route running gain a lot from their 10 in RR, it would give them 60,60 in sp,ag if they had 40 in them. But a WR with 70 in both would only get to 77.
That way it could really help a possession reciever. Allows them to basically ignore sp and agi in favour of other things. They go pretty fast while on their route but become slugs once they catch the ball.
This is probably way off, but at level 10 it may do something like close the gap between your WRs speed and agility and 80 by 50%, or add 10% to you're speed and agility, whichever is larger.
That would mean that slow and un-agile WRs with 10 in route running gain a lot from their 10 in RR, it would give them 60,60 in sp,ag if they had 40 in them. But a WR with 70 in both would only get to 77.
That way it could really help a possession reciever. Allows them to basically ignore sp and agi in favour of other things. They go pretty fast while on their route but become slugs once they catch the ball.
Last edited Jan 21, 2009 17:47:26
persianas
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Originally posted by smakibbfb
The description in route run says it is very important to WRs who aren't otherwise very fast or agile. So to me that suggests if you're fast and/or agile then it won't benefit you as much.
This is probably way off, but at level 10 it may do something like close the gap between your WRs speed and agility and 80 by 50%, or add 10% to you're speed and agility, whichever is larger.
That would mean that slow and un-agile WRs with 10 in route running gain a lot from their 10 in RR, it would give them 60,60 in sp,ag if they had 40 in them. But a WR with 70 in both would only get to 77.
That way it could really help a possession reciever. Allows them to basically ignore sp and agi in favour of other things. They go pretty fast while on their route but become slugs once they catch the ball.
this makes sense. maybe something like the square root bump.
The description in route run says it is very important to WRs who aren't otherwise very fast or agile. So to me that suggests if you're fast and/or agile then it won't benefit you as much.
This is probably way off, but at level 10 it may do something like close the gap between your WRs speed and agility and 80 by 50%, or add 10% to you're speed and agility, whichever is larger.
That would mean that slow and un-agile WRs with 10 in route running gain a lot from their 10 in RR, it would give them 60,60 in sp,ag if they had 40 in them. But a WR with 70 in both would only get to 77.
That way it could really help a possession reciever. Allows them to basically ignore sp and agi in favour of other things. They go pretty fast while on their route but become slugs once they catch the ball.
this makes sense. maybe something like the square root bump.
Viscount
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This could just be a complete coincidence, but as my WR Walter Dix is only a backup so far this season he's only been thrown to 2 times max each game. Last night I put 18 SP into Route Run to get it to up to 10. In today's game every passing play that he was on the field for, he was thrown to and caught 100% of his 9 passes
We still lost, but that was basically my WR's best EVER game in his 4 season career.
His build's open: http://goallineblitz.com/game/player.pl?player_id=831539
We still lost, but that was basically my WR's best EVER game in his 4 season career.
His build's open: http://goallineblitz.com/game/player.pl?player_id=831539
Darrick213
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did you notice a difference in your cuts/speed ?.. i checked the game before but it looked like you were on creative
notgoing2argue
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Originally posted by Viscount
This could just be a complete coincidence, but as my WR Walter Dix is only a backup so far this season he's only been thrown to 2 times max each game. Last night I put 18 SP into Route Run to get it to up to 10. In today's game every passing play that he was on the field for, he was thrown to and caught 100% of his 9 passes
We still lost, but that was basically my WR's best EVER game in his 4 season career.
His build's open: http://goallineblitz.com/game/player.pl?player_id=831539
You know, my WR gets a decent amount of targets each game so that might have something to do with it. He may not seem faster or more agile, but he does get thrown to a decent amount for being a #4 WR. I guess I should improve my catch % to see a real result.
This could just be a complete coincidence, but as my WR Walter Dix is only a backup so far this season he's only been thrown to 2 times max each game. Last night I put 18 SP into Route Run to get it to up to 10. In today's game every passing play that he was on the field for, he was thrown to and caught 100% of his 9 passes
We still lost, but that was basically my WR's best EVER game in his 4 season career.
His build's open: http://goallineblitz.com/game/player.pl?player_id=831539
You know, my WR gets a decent amount of targets each game so that might have something to do with it. He may not seem faster or more agile, but he does get thrown to a decent amount for being a #4 WR. I guess I should improve my catch % to see a real result.
DiMo28
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There's a reason why Route Run is in the possession tree. It simply does not help WRs with high speed and agility as much if at all.
To answer the OP, both work to help running routes, but only QC will help you run the ball after you make the catch.
To answer the OP, both work to help running routes, but only QC will help you run the ball after you make the catch.
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