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XtremeT13
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So.... I'm trying to determine a few things about STOPS... since they are used for tackling, blocking and such.... They need to effectively spread out SP to many different attributes. I'm trying to figure out what level some attributes need to be at to be effective on a consistent bases. For instance: Speed should be a focus to get high and probably agility.... vision also will be important but how important? Blocking? Tackling. Would a STOP with 100 natural speed, 80 agility, 48 tackling, 48 blocking, 80 strength 70 vision be effective? I made these numbers up totally.... I haven't run anything through VPB...Just trying to get some number ideas.
 
Plankton
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I would shoot for something more like this:

Speed - 100
Str - 85
Agi - 85
Tackle - 80
Block - 80
Vision - 65



 
InRomoWeTrust
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Depends if you want to build a STOP purely focused on forcing fumbles or a STOP that is a decent blocker as well.
 
Novus
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Originally posted by InRomoWeTrust
Depends if you want to build a STOP purely focused on forcing fumbles or a STOP that is a decent blocker as well.


This. You'll probably get your best results if you focus your STOP to a particular role, rather than trying to make an all-purpose STOP dot. And whatever that role is, it's going to alter which attributes you want to pump.
 
Go Pack 120
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GO!
 
Bane
Baconologist
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I don't think blocking attribute matters as much anymore in today's sim

no dot holds a block much longer than 3 ticks now a days (edit for clarity: on kick/punt teams I mean)Originally posted by Plankton
I would shoot for something more like this:

Speed - 100
Str - 85
Agi - 85
Tackle - 80
Block - 80
Vision - 65



That's more of a rounded out STOP, not really great at any particular aspect. I would take some away from block and add it to jump for diving tackles

Edited by Bane on Mar 10, 2013 20:33:55
 
Achelon
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In the name of love
 
Plankton
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Originally posted by Bane
That's more of a rounded out STOP, not really great at any particular aspect. I would take some away from block and add it to jump for diving tackles



So if you were aiming for a Block first STOP, what would you change?
 
Time Trial
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The most important thing about building a STOP is to have the word STOP somewhere in the name.
 
Bane
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Originally posted by Plankton
So if you were aiming for a Block first STOP, what would you change?


I would not build one personally
 
Time Trial
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Good Tackler:
Speed - 97+
Agility - 90
Tackling - 87
Strength - 85
Vision - 70
Make Tackle AEQ * 2
Force Fumble AEQ * 1
Break Block CEQ * 1

Good Blocker:
Speed - 95+
Strength - 90
Agility - 87
Blocking - 85
Vision - 70
Tackling - 65
Hold Block AEQ * 2
Make Tackle AEQ * 1
Break Block CEQ * 1

Lots you can do in between.
 
Theo Wizzago
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Originally posted by Novus
This. You'll probably get your best results if you focus your STOP to a particular role, rather than trying to make an all-purpose STOP dot. And whatever that role is, it's going to alter which attributes you want to pump.


Absolutely agree. If you decide to build a STOP, build it primarily for the job it's going to be used for. Personally I've always felt STOP Centers are the main STOP's out there. Good for wedges and long snapping. But the end build should have much more points into Blocking than in Tackling. And even still, a STOP center with mediocre tackling will preform well enough on the defensive side of ST's.
 
psi
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Originally posted by Time Trial
Good Tackler:
Speed - 97+
Agility - 90
Tackling - 87
Strength - 85
Vision - 70
Make Tackle AEQ * 2
Force Fumble AEQ * 1
Break Block CEQ * 1


is break block really necessary? would go avoid fake or just 3AEQ it personally
 
Time Trial
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Originally posted by Pen15
is break block really necessary? would go avoid fake or just 3AEQ it personally


Break Block is CEQ.

I realize that in this sim it doesn't seem necessary to break the block, but if you want to close the lane on the outside and get to the PR before he can make his first move AND you want both sides to get there around the same time, then it is a good idea not to have one of them hung up on a speedy blocker type like the other build I posted.
 
Time Trial
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Originally posted by Theo Wizzago
Absolutely agree. If you decide to build a STOP, build it primarily for the job it's going to be used for. Personally I've always felt STOP Centers are the main STOP's out there. Good for wedges and long snapping. But the end build should have much more points into Blocking than in Tackling. And even still, a STOP center with mediocre tackling will preform well enough on the defensive side of ST's.


You get better tackler shopping with a JoaT CB.

If you pump the weight all the way up but keep him low to the ground you have an excellent tackler. Increase the height and you have an excellent blocker. Keep the weight low and you can consider Power Tackler + DvG + Special Teamer + Distance Runner to have a FF king.

JoaTs have Strength/Speed/Agility/Tackling as the majors with Vision/Stamina/Confidence/Jumping as minors. Pretty much the ideal Tackler. If you add blocking to your multi-training early you can still get it to where you need it to be if you want a two way player. Otherwise ignore blocking and you can make them high vision/high jumping as well as having all the majors in good position. Throw Monster Hit as the bonus and you've got a VERY efficient STOP tackle machine who gets break block, make tackle, avoid fake, force fumble (deflect ball/intercept as well, which is too bad) AEQ in the shopping.

Just don't make the mistake of using Blocker Arch FBs as blockers. They get the worst AEQ shopping. Nothing on the defence side and way too many catching and carrying AEQs.

Sometimes Oline will get make tackle pieces (usually on your non-STOP oline of course), but FBs are a waste of flex and BTs.
 
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