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Bluesman
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In the description is says that the sa supervision works better with players with higher vision.
Building a cb but vision will only get to 81 at end build unless I put the va football genius on him which would probably put another 4-5 pts in vision on him.

Will that be enough vision to make it worth while to use supervision?
 
Theo Wizzago
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Hmmmm... borderline? And I'm not sure that the SA works off any bonuses but, instead, only works off the pure skill. I base the 'borderline' comment off of the 'super elusive' setting where if your agility isn't high enough it doesn't work or doesn't work well and most I've seen said about the agility needed to make that fire is above 90 agility. So if SUPER elusive requires a 90+ skill then I would seriously suspect SUPER vision would require something similar. All of that is a guess on my part, for sure.
 
Bluesman
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My cb will have 90+ agility, it is the comment in the sa that says the skill is far more effective when used by a player with higher vision.
Reading that the supervision probably works for some degree jut works better with higher vision
 
madrocker4
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Most CB's have minimum 90 vis... Not sure how you are building him but 81 vis seems a bit low.....
 
reddogrw
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Originally posted by madrocker4
Most CB's have minimum 90 vis... Not sure how you are building him but 81 vis seems a bit low.....


it's a HH arch - which means it is a major and should hit 90
Edited by reddogrw on Dec 7, 2015 16:12:22
 
Bluesman
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Originally posted by madrocker4
Most CB's have minimum 90 vis... Not sure how you are building him but 81 vis seems a bit low.....


Originally posted by reddogrw
it's a HH arch - which means it is a major and should hit 90


Won't hit 90, guess it's a dot that will hit the glue factory at a early age.
 
TJ Spikes
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Originally posted by Bluesman
In the description is says that the sa supervision works better with players with higher vision.
Building a cb but vision will only get to 81 at end build unless I put the va football genius on him which would probably put another 4-5 pts in vision on him.

Will that be enough vision to make it worth while to use supervision?


why only 81 Vision? it's far and away the most valuable attribute for coverage.

doing some kind of strength build or something?

super vision is fake resistance, including micro fakes, so every CB that isn't a blitzer needs it.

===

http://goallineblitz.com/game/forum_thread.pl?thread_id=4829505&page=4#44683746
1) I am frequently frustrated by having man cover DBacks who I think are very well built (agility and vision around 90 or more, Quick Cut, Super Vision, Shutdown around 10 or higher etc) completely left to wander 5 yards off the receiver when the receiver does a sudden cut in his route, leaving the receiver open to the point where he calls Im Open and catches the big gain.
Secondarily I am frustrated that my WRs do not seem to get this to happen for them very often if at all. Oh and no SAs show up in this, no Juke or Fake announced in the replay.

So the question is, could you please explain the details of the routine for determining when a receiver makes a cut thats steep enough to lose a man coverage and whether or not the man covering DB is fooled and what determines how long he is fooled meaning how long he runs before turning and how quickly he is to get back on the receiver. IE What triggers the steep turn, what checks/comparisons/rolls are made to see how tight it is, what checks are made to see if the DB can follow it and how soon and well he follows it and finally does double teaming help at all?



Originally posted by Bort
Every time a receiver reaches a cut point in his route, he will impart a reaction delay to any defender following him. How good of a cut the receiver makes makes depends on his agility and route running abilities. This effect can be mitigated some (delay time reduced) by passing vision checks at the cut point. However, it is not possible to ever have a delay of 0 without passing an exceedingly difficult roll. There will nearly always be at least 1 tick of delay. In addition, the vision checks are harder to pass and the delay effect is increased when the defender is following very closely and aggressively in man coverage. Head fakes and jukes (which can be mitigated by vision checks and superior vision skill) increase the delay time imparted.


Edited by TJ Spikes on Dec 7, 2015 18:54:53
 
skibodragula
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Originally posted by Theo Wizzago
Hmmmm... borderline? And I'm not sure that the SA works off any bonuses but, instead, only works off the pure skill. I base the 'borderline' comment off of the 'super elusive' setting where if your agility isn't high enough it doesn't work or doesn't work well and most I've seen said about the agility needed to make that fire is above 90 agility. So if SUPER elusive requires a 90+ skill then I would seriously suspect SUPER vision would require something similar. All of that is a guess on my part, for sure.


No this is correct. Some part is height weight but most of this is solid. Perhaps a slot corner or special blitz wr5 corner would be different but always a butt with a frog. Vision and agi are hand in hand with super. Now with that said go over on this and the effect may be enhanced say 15 sv this would in frog opinion be a specialty cover route as well
 
Bluesman
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Originally posted by TJ Spikes
why only 81 Vision? it's far and away the most valuable attribute for coverage.

doing some kind of strength build or something? Ya when I started building this dot I was building him to be a run stopper more than a coverage guy, I will admit that I didn't pay a lot of attention at times along the build and some attrs got more sk pt's than actually planned on, that's part of the reason.
I can probably get him to 90+ vision but that would take building my last aeq using some vision and would drop speed down a bit probably around 155 on speed

Wizzago made a good point to on the supervision and if it takes into affect the vision va or not.

Anyways thanks for the input all, only built 1 cb before and that was eons ago when the game was hopping, I guess I will see what happens, chit with the way the player market is anymore he just might be ok for a decent pro team


super vision is fake resistance, including micro fakes, so every CB that isn't a blitzer needs it.

===

http://goallineblitz.com/game/forum_thread.pl?thread_id=4829505&page=4#44683746
1) I am frequently frustrated by having man cover DBacks who I think are very well built (agility and vision around 90 or more, Quick Cut, Super Vision, Shutdown around 10 or higher etc) completely left to wander 5 yards off the receiver when the receiver does a sudden cut in his route, leaving the receiver open to the point where he calls Im Open and catches the big gain.
Secondarily I am frustrated that my WRs do not seem to get this to happen for them very often if at all. Oh and no SAs show up in this, no Juke or Fake announced in the replay.

So the question is, could you please explain the details of the routine for determining when a receiver makes a cut thats steep enough to lose a man coverage and whether or not the man covering DB is fooled and what determines how long he is fooled meaning how long he runs before turning and how quickly he is to get back on the receiver. IE What triggers the steep turn, what checks/comparisons/rolls are made to see how tight it is, what checks are made to see if the DB can follow it and how soon and well he follows it and finally does double teaming help at all?



Originally posted by Bort
Every time a receiver reaches a cut point in his route, he will impart a reaction delay to any defender following him. How good of a cut the receiver makes makes depends on his agility and route running abilities. This effect can be mitigated some (delay time reduced) by passing vision checks at the cut point. However, it is not possible to ever have a delay of 0 without passing an exceedingly difficult roll. There will nearly always be at least 1 tick of delay. In addition, the vision checks are harder to pass and the delay effect is increased when the defender is following very closely and aggressively in man coverage. Head fakes and jukes (which can be mitigated by vision checks and superior vision skill) increase the delay time imparted.




 
skibodragula
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If a corner can pass the roll and is built to cut then yes it's a matchup if the receiver has 2inches or jump or one handed etc. that corner with super must match or a zero cover cannot be achieved
 
Theo Wizzago
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Thanks for the hard work Bluesman. All I know is/was that when I first built zone safeties I tried hard to get to 100 agility and 100 vision and as close to 100 speed as possible (only made it one time.... wish I knew how I did it! ) and I thought at the time I'd built the greatest FS ever... however, chasing 3 100's (naturals) meant I hadn't enough other skills important to being successful (strength, tackling, jumping, ect...) so it ended up being worthless overall... which deflated my ego big time for a while. Better now.
Edited by Theo Wizzago on Dec 7, 2015 20:42:34
 
Pena_FIN
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Originally posted by Bluesman

I can probably get him to 90+ vision but that would take building my last aeq using some vision and would drop speed down a bit probably around 155 on speed


155 speed is enough. Even less is fine (down to high 140's), especially if it means making your CB better at other more important stuff. It takes an extremely fast receiver and a very deep route to beat a CB with speed alone. I personally wouldn't worry about it at all.
 
Theo Wizzago
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Originally posted by Pena_FIN
155 speed is enough. Even less is fine (down to high 140's), especially if it means making your CB better at other more important stuff. It takes an extremely fast receiver and a very deep route to beat a CB with speed alone. I personally wouldn't worry about it at all.


Truth. It took me a LONG time to figure that out and a bit longer to actually take a leap of faith and build my DB's differently. The results were proof I did it right.
 
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Originally posted by skibodragula
If a corner can pass the roll and is built to cut then yes it's a matchup if the receiver has 2inches or jump or one handed etc. that corner with super must match or a zero cover cannot be achieved


Could you translate that into English?
 
Bluesman
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Originally posted by skibodragula
If a corner can pass the roll and is built to cut then yes it's a matchup if the receiver has 2inches or jump or one handed etc. that corner with super must match or a zero cover cannot be achieved


Originally posted by Larry Roadgrader
Could you translate that into English?


Not sure if frog knows English, most of his talk is swamp talk.

 
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