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oraphus
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The 3 bonuses to SA i get from custom equipment...
where will i get the biggest benefit?

Monster hit is already at 10 - take it to 13?
Big hit is at 3 - take it to 6?
head hunter is at 3 - take it to 6?
 
Novus
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There was another thread somewhere where people were discussing the wisdom of taking an SA up over 10. Ah, here it is...
http://goallineblitz.com/game/forum_thread.pl?thread_id=5068232

So... you might be okay taking Monster Hit up to 13.

Keep in mind, though, you don't have to have all of your CEQ bonuses be in the same SA. So you should at least consider only taking Monster Hit up to 11 or 12, and taking either Big Hit or Head Hunter up by +1 or +2. Not saying you should... or shouldn't, for that matter. Just giving you an idea to consider.
Edited by Novus on Apr 23, 2013 14:05:29
 
oraphus
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yeah i saw that thread..
i guess in my case for SS would i get more benefit from taking Big hit up or head hunter? He is already getting Monster Hit on 60% of his tackles.. it seems like taking MH even higher will not do much. I want to cause more fumbles.
 
Novus
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Originally posted by oraphus
yeah i saw that thread..
i guess in my case for SS would i get more benefit from taking Big hit up or head hunter? He is already getting Monster Hit on 60% of his tackles.. it seems like taking MH even higher will not do much. I want to cause more fumbles.


I guess let's compare the 3 SAs right here then:

Head Hunter
The Headhunter ability gives a bonus to causing fumbles, big hits, and monster hits when this player is traveling at or near full speed.

Big Hit
Put a powerful hit on the ball carrier. The Big Hit skill increases the chance of causing fumbles and reduces the morale of the player being tackled. This skill is important for strong, powerful tacklers. Repeated Big Hits will make tackling your demoralized opponent much easier.

Monster Hit
Lay a thunderous, highlight-reel type hit on the ball carrier. The Monster Hit skill has a very good chance to cause a fumble by players with mediocre or poor carrying ability. It will also greatly demoralize the ball carrier. This skill is the ultimate intimidation ability. Your opponent will be afraid to get hit next time, and may cough up the ball.

As for which one, I'll leave that up to a defensive dot guru, in which field I do not, alas, qualify. I mainly just wanted to add some new info and other options for you (and others) to consider.
 
Sellars
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Originally posted by oraphus
The 3 bonuses to SA i get from custom equipment...
where will i get the biggest benefit?

Monster hit is already at 10 - take it to 13?
Big hit is at 3 - take it to 6?
head hunter is at 3 - take it to 6?


U get 2 SA for your 3rd CEQ upgrade so its actually 4 total if u go that route. Most people will normally use CEQ on % gear but if ur really thin on SPs and ok with your current % setup then the SA route can help get u where u want to be. Big Hit is really garbage tbh. Head Hunter should really be 8-10 if your gonna use it and MH is ok over 10. Pick between MH or HHer depending on which one is gonna save u more SPs
 
oaklandraider
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Agree with Sellars on normally using it on %gear - if you want fumbles then have you already got stacked FF% and a MT% piece ?

If so, then of the 3 options, I'd pile all 4 into Head Hunter - you get the boost to fumbles directly and it increases MH too. A SS will be traveling full speed a lot of the time ... My 2c
 
Bane
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what +3 SA bonus?
 
Bane
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^ late 2 the party
 
Novus
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Originally posted by Bane
what +3 SA bonus?


Originally posted by Bane
^ late 2 the party


He's talking about the "new" CEQ upgrades that are available now. (At this point, I guess they're not so new anymore.) At Level 32, you can pay 50 Flex to upgrade your CEQ with either a +1 bonus to an SA or a +3% bonus to certain rolls (just like with AEQ). You can do it again at Level 56, and then at Level 72 you can pay 100 Flex to upgrade your CEQ with either a +2 bonus to an SA or a +6% bonus.

I figured the OP had already done his Level 32 CEQ upgrade, and was holding onto his Level 56 and Level 72 upgrades to use at the same time: hence his reference to +3. Or he might not have realized the Level 72 upgrade is a "double" upgrade.
 
oraphus
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yep.. i didn't realize lvl72 was a double. i already have most SAs upgraded to 15 max so.. +3 in effect only gets me +1.5 to a 16.5 total.
 
Bane
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Originally posted by oraphus
yep.. i didn't realize lvl72 was a double. i already have most SAs upgraded to 15 max so.. +3 in effect only gets me +1.5 to a 16.5 total.


????

Confused
 
Novus
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Originally posted by oraphus
yep.. i didn't realize lvl72 was a double. i already have most SAs upgraded to 15 max so.. +3 in effect only gets me +1.5 to a 16.5 total.


Um... the diminishing returns from multiple pieces of Eq only affect +% pieces. It doesn't affect +SA pieces.

And what do you mean, you already have most SAs upgraded to 15? That would be A.) very difficult, and B.) very inefficient. So I'm guessing you're not talking about SAs... you must be talking about something else.

Can you post your dot's build in here? We need to see what you're talking about, because you're not making any sense now.
 
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Originally posted by Novus

And what do you mean, you already have most SAs upgraded to 15? That would be A.) very difficult, and B.) very inefficient. So I'm guessing you're not talking about SAs... you must be talking about something else.


well the dot is inefficient and probably has 3 or all 4 his AEQ on SAs, i'm guessing

i mean unless he's talking about VAs
 
Robbnva
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I thought you are supposed to use the %s not SAs

:shrug:
 
Novus
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Originally posted by Timetoshine-Metta
well the dot is inefficient and probably has 3 or all 4 his AEQ on SAs, i'm guessing

i mean unless he's talking about VAs


That makes sense... makes perfect sense to get all of your VAs up to 15. Makes NO sense to get all of your SAs up to 15.
 
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