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KingDan23
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Hey I was just wondering if there are any WRs out there that have Quick Cut at 5+ and can see them making the cuts BEFORE the ball is thrown? With the announcement from Bort that Juke/Head Fake are effective for WRs off the ball, I was wondering if it was the same for Quick Cut also.

Thinking about it, if Quick Cut was off the ball when running routes etc, it could be a very useful SA for WRs trying to get free.

Please let me know
 
arcbee007
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ya. my quick cut is +5 so it my head fake, and my spin is 7. I'll have to wait for my next game sadly to find out.
 
j10er
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Originally posted by arcbee007
ya. my quick cut is +5 so it my head fake, and my spin is 7. I'll have to wait for my next game sadly to find out.


At level 26? Is your agility high enough to support a 7 in Spin?

Quick Cut is excellent and has always helped run routes. It doesn't seem to be much different now than before, but that's using eyesight to judge.

Depending on build, it's well worth the investment.
 
arcbee007
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Originally posted by j10er
Originally posted by arcbee007

ya. my quick cut is +5 so it my head fake, and my spin is 7. I'll have to wait for my next game sadly to find out.


At level 26? Is your agility high enough to support a 7 in Spin?

Quick Cut is excellent and has always helped run routes. It doesn't seem to be much different now than before, but that's using eyesight to judge.

Depending on build, it's well worth the investment.


To be honest I'll show my Special Abilities build
Possession
Route Run - 2
Sticky Hands - 3
Jump Catch - 2
Diving Catch - 2
1 hand catch - 0

Speedster (tree bouns from CE)
First Step - 6
Quick Cut - 5
Head fake - 5
Spin - 7
Juke - 2


Now j10er you ask me if my agility is high enough. My answer is Yes. It currently sit at 55. While my speed at 60ish. I never got into pour all points into speed thing. So really my build been set for the Agility one for the longest while.
 
KingDan23
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Yeah I briefly looked over one of your games and you didnt really get enough chances to show what effect they have unfortunately, but thats for the input.
 
j10er
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The nice thing about Quick Cut, Head Fake and Juke is that they help you both get open and get extra yardage after the catch. Spin just helps with YAC, as it doesn't aid in getting open. That means it only helps once you catch the ball, if it activates.

The general rule for the proper level of Agility for RBs in regards to Head Fake, Juke and Spin is 50/60/70. Now, it's just a general suggestion that has popped up from the repeated question of "how much agility should I have", so it's certainly not verified or entirely accurate. However, it is a decent rule of thumb. And, since there is no difference between the WR and RB versions, I'd think pumping agility to 60+ would take better advantage of those particular SAs.
 
Mob-6
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Originally posted by j10er
The nice thing about Quick Cut, Head Fake and Juke is that they help you both get open and get extra yardage after the catch.



Can you link this to a post that proves these SA's help you get open, please? The SA descriptions say nothing about these helping you get open, they only talk about the ability helping you break tackles. I'd like to invest points in them IF they help with getting open, but just want some concrete info about it.

Thanks
 
PackMan97
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http://goallineblitz.com/game/forum_thread.pl?thread_id=2262&page=6#5989480

Originally posted by bort

Agile WR's don't have a way to fake out equally agile CB's and get open. I'm increasing the effect of the head fake and juke SA's, and adding some reduced reaction time for defenders based on vision and agility and coverage distance. The result is that on some plays the CB will stay with the WR and on others he will not make the turn with the receiver until a split second too late. This effect also comes into play when receivers make quick cuts.
 
Viscount
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Originally posted by PackMan97
http://goallineblitz.com/game/forum_thread.pl?thread_id=2262&page=6#5989480

Originally posted by bort


Agile WR's don't have a way to fake out equally agile CB's and get open. I'm increasing the effect of the head fake and juke SA's, and adding some reduced reaction time for defenders based on vision and agility and coverage distance. The result is that on some plays the CB will stay with the WR and on others he will not make the turn with the receiver until a split second too late. This effect also comes into play when receivers make quick cuts.


I noticed that in a recent game, my CB kinda paused as the WR went passed him and my CB has 72 speed, 41 agility and 3 in change direction:

http://goallineblitz.com/game/replay.pl?game_id=107625&pbp_id=2364589
 
Mob-6
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Awesome, thanks! Guess I have another needed area to waste points in now.
 
knudlen
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dont forget we have route run which buffs our agility, so for us those numbers may not need to be quite so high.
 
Mob-6
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So if I am a high speed, low agility receiver due to my low level, am I better off plugging points into route run to get separation(boosts low agility) or quick cut (helps speed and agility, but the agility boosts are geared for long term since my agility is currently low) or just plug points into agility?
 
knudlen
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always get agility up first. route run early only if you actually care about low level performance. when i soft cap agi, i plan on going route run then quick cut.
 
Djinnt
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I'm 50/50 speed agi but hesitant to put any points into route running. It seems like a bonus to both agi and speed would be helpful, but the way the tooltip is worded seems it'll help me more either 1. at lower levels or 2. when I have lower stats in those areas in general. I'm not sure what to do
 
knudlen
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tooltip is just worded that way to reflect the fact that its a flat bonus dude. it means, if it adds 5 agi/spe, it helps more when youre agi/speed are both 20, and a lot less when theyre both 50
 
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