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wallysmith
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Originally posted by staggart
the problem with about 75% of players is that they play on wrap-up. I am going to play on hard hitter. I currently have

15 power tackle
5 jack hammer

next up

5 in sure tackler


I wouldn't call that a problem, I would see that as trying to limit missed tackles.
 
staggart
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Originally posted by wallysmith
Originally posted by staggart

the problem with about 75% of players is that they play on wrap-up. I am going to play on hard hitter. I currently have

15 power tackle
5 jack hammer

next up

5 in sure tackler


I wouldn't call that a problem, I would see that as trying to limit missed tackles.


its not a problem but its a problem to compare wrap up stats to hard hitting stats.... I am also going to put my next 5 vp in sure tackler so I get a reroll on missed tackles... I believe that will help hard hitters a ton and finally make it more effective.

I played on balanced this year and only had 10 missed tackles but only 2 ffm
Last edited Dec 24, 2008 08:43:24
 
wallysmith
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Originally posted by staggart


its not a problem but its a problem to compare wrap up stats to hard hitting stats.... I am also going to put my next 5 vp in sure tackler so I get a reroll on missed tackles... I believe that will help hard hitters a ton and finally make it more effective


I don't see how comparing "wrap up" stats to "hard hitting" stats is a problem... it's a very legitimate comparison because it's a factor that directly affects your performance on the field. All I'm saying is that going the hard hitter route will be a high-risk, moderate-reward path because of the nature of forced fumbles. Remember, there is no guarantee you will recover the fumble. It's that simple. You can force 20 fumbles and even if you recover half of them, it will also mean your missed tackles will probably go up by 3x-5x. If a forced fumble guaranteed a recovery, then it would be far more viable. As it stands, it's not.

And just to play with the numbers.... Sure Tackler is not the savior skill for hard hitters. All it allows you to do is reroll a missed tackle. With 5 points, you only get a 25% chance to even reroll (and you'd still have to pass that reduced-chance tackle check). And the fact that you need this skill since you're moving to power tackling means you're sacrificing the overall performance of your team defense in an attempt to bolster your stats in a category that doesn't have guaranteed results.

Taking a look at the numbers of your team, the Fire has forced 13 fumbles and recovered 17. This means that your offense recovered many of their own fumbles (I'm not going to look through the box scores, but I'm positive your team didn't recover every defensive forced fumble). This is the reality that a hard hitter has to face; lots of times you can force the fumble (and miss a lot of tackles while doing so), but you won't even get possession of the ball.
 
UMRocks
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unless of course wrap-up, balance, and hard-hitting affect more than just FFUM.

Brick Wall deals with something I deem "tackle quality" by preventing the ball carrier from gaining an extra yard or two while being tackled.

now i've never seen anything like this just watching dots in the sim, but it is something that could have a pretty big impact if everyone on wrap-up is giving up an extra yard per tackle where as someone on hard-hitting is stopping them in their tracks...
 
wallysmith
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Originally posted by UMRocks
unless of course wrap-up, balance, and hard-hitting affect more than just FFUM.

Brick Wall deals with something I deem "tackle quality" by preventing the ball carrier from gaining an extra yard or two while being tackled.

now i've never seen anything like this just watching dots in the sim, but it is something that could have a pretty big impact if everyone on wrap-up is giving up an extra yard per tackle where as someone on hard-hitting is stopping them in their tracks...


Very good point, and that's a question I would suggest posing to Bort somehow. If indeed wrap up is more likely to allow extra yards then that would definitely be a negative.
 
drakeborn
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Originally posted by wallysmith
Originally posted by UMRocks

this also brings up the same argument for skills like jackhammer, which gives a +3% chance to jar the bar loose during a catch. what would you think the original %chance of doing this would be? high enough to make it a viable VA?


Excellent question, and now it makes me wonder.... is Jackhammer a "force fumble" skill or "pass deflection" skill? It sounds like it forces fumbles but its rare when you see a forced fumble immediately after a catch. However, since it's such a specific event, I still wouldn't recommend it. At least Power Tackle works on HB's too.


Bort once made the comment that Carrying affects holding on to the ball just after a catch. I suspect there is a roll just after the successful 'Catch Roll' that reflects pulling the ball in and retaining possession and that this ability affects that roll. You can definitely see a ball 'bobbled' in some replays and even occasionally interceptions from it as if possession is stripped away.
 
UMRocks
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Originally posted by drakeborn
Originally posted by wallysmith

Originally posted by UMRocks


this also brings up the same argument for skills like jackhammer, which gives a +3% chance to jar the bar loose during a catch. what would you think the original %chance of doing this would be? high enough to make it a viable VA?


Excellent question, and now it makes me wonder.... is Jackhammer a "force fumble" skill or "pass deflection" skill? It sounds like it forces fumbles but its rare when you see a forced fumble immediately after a catch. However, since it's such a specific event, I still wouldn't recommend it. At least Power Tackle works on HB's too.


Bort once made the comment that Carrying affects holding on to the ball just after a catch. I suspect there is a roll just after the successful 'Catch Roll' that reflects pulling the ball in and retaining possession and that this ability affects that roll. You can definitely see a ball 'bobbled' in some replays and even occasionally interceptions from it as if possession is stripped away.


makes sense, but again, i'm assuming you are just assuming like the rest of us...
 
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my lvl 40 OLB is stressing me out with these new vet abilities. I also rolled a Superior Vision piece with +1 speed and a starting Break block chance of 7% (it is currently upgraded twice to +3 speed +2 SV, and 11% BrBlock). But trying to figure out how to maximize that for either making lots of tackles or causing fumbles or getting to INTs/PDs is really hard. I am currently in the OLB and KOS. I am leaning toward the tackling angle, but with the new SV and these new vet abilities, i'm curious about going the PD/Int angle on the character.

I originally started him out at lvl 1 with the intent of being a pass rushing sacker, which obviously never became very viable for a LB. But i'm getting break blocking bonuses now and vision bonuses to see plays develop. I would still love to be a sack type of guy, but i'm thinking just a tackle whore is still good if i can always make my way to the ball.

any thoughts would be helpful. my build is decent except for a few early wasted SAs when my lvls were in the teens.

str 50
speed 76 (and rising with the upgrades)
agi 62
jump 32 (and rising from training)
stam 45
vision 52
conf 33
tack 52
catch 25 (and rising from training)

SAs (no bonus from custom EQ yet)
HH in order: 2/2/4/5/0
PR in order 2/3/5/3/2 (wasted 2 on the big sack ability)
Super Vision 2

I'm glad i've got time to pick some of these things out. My lvl 38 guard was pretty easy to decide on. 10 points in Workout Warrior and 7 in Thick Skin. But damn, Lbs are tough to define at higher lvls.
Last edited Dec 26, 2008 10:22:09
 
staggart
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getting hit hard lowers stamina and confidence
 
Public_Ebony
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Originally posted by hoya1982
I rolled a piece of Closing Speed Equipment for my LB. Seems like this might be an awesome piece to buy. What do you guys think?


I thought Closing Speed was position specific...like Break Thru for DT's?
 
TempurFlarin
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Break Thru isn't position specific, however in previous seasons it was worthless. With the changes to breaking blocks, it may actually do something.

Position specific stuff will say "This skill only works for XXX" as is phrased in the General abilities.

I'd have to see if I can find it, but I believe Closing Speed only has a chance to fire when the ball carrier is in "rushing" mode, so it doesn't help with pass rushing.
 
Negronic
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jackhammer forces the player catching the ball to drop it. its like in the NFL when the SS comes in a destroys a WR, making him drop the catch. think anquan boldin's head injury this year, only clean.
 
wallysmith
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Originally posted by Negronic
jackhammer forces the player catching the ball to drop it. its like in the NFL when the SS comes in a destroys a WR, making him drop the catch. think anquan boldin's head injury this year, only clean.


Can you confirm this? I had been wondering about this skill as well.
 
UMRocks
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jackhammer actually counts as a PD. Bort posted it in the main GLB threads. the defender gets to the WR right after the ball gets there and causes an incompletion
 
wallysmith
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Originally posted by UMRocks
jackhammer actually counts as a PD. Bort posted it in the main GLB threads. the defender gets to the WR right after the ball gets there and causes an incompletion


Very intriguing, thanks for the clarification. By any chance do you have a link?
 
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