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Plankton
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Originally posted by Time Trial
I personally prefer first step to more speed.

Strength 105, agility 96, tackling 85, speed 75 is where I would aim, with 9 or 10 points in First Step.


Guy on my team simmed a 3 AE DT with 105 Str, 96 Agi, 85 Spd, 79 Tackling with enough SPs for 10 FS, so what you posted could be done.
 
whodey08
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Originally posted by Plankton
Guy on my team simmed a 3 AE DT with 105 Str, 96 Agi, 85 Spd, 79 Tackling with enough SPs for 10 FS, so what you posted could be done.


And my point being that speed really does help
 
Plankton
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Originally posted by whodey08
And my point being that speed really does help


I agree with you. Just didn't feel like jumping in the discussion until I saw TT's post.
 
Hagalaz
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Originally posted by Time Trial
I personally prefer first step to more speed.

Strength 105, agility 96, tackling 85, speed 75 is where I would aim, with 9 or 10 points in First Step.


agreed, fs > speed, but speed he can raise, FS he needs to purchase ;\
 
whodey08
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Originally posted by Hagalaz
agreed, fs > speed, but speed he can raise, FS he needs to purchase ;\


Precisely
 
jdbolick
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http://goallineblitz.com/game/player.pl?player_id=3823981 could look like this if I want to go 4 AEQ:

Attributes:
strength : 106.03
speed : 77.07
agility : 96.1
jumping : 27
stamina : 63.07
vision : 65.1
confidence : 50
tackling : 83.03

Top SA Tree: | 2 | 4 | 0 | 0 | 0 |
Bottom SA Tree: | 4 | 8 | 0 | 0 | 0 |
Additional SA Tree: | 6 | 28 | 13 | 3 | 3 |

Attributes could obviously go much higher if I only want 3 pieces, plus I didn't really try to maximize training and had far more bonus tokens than I would actually need for 4 AEQ.
 
whodey08
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What's in your additional SA tree?

Edited by whodey08 on Aug 10, 2012 21:29:57
Edited by whodey08 on Aug 10, 2012 21:29:25
 
reddogrw
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Originally posted by whodey08
What's in your additional SA tree?



a VPB bug
 
whodey08
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Originally posted by reddogrw
a VPB bug


I saw 28 and 13 in there was like
Edited by whodey08 on Aug 10, 2012 21:32:46
 
boondocksaint
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IMO it all depends on what you're expecting out of your DT...

If you want to try to rush the passer, then more speed is good, albeit not the most important. I've seen DT's with sub 70 speed still able to generate hurries at a solid rate, though sacks are kinda few and far between pretty much no matter att's IMO.

It also definitely depends on how DC uses the dot. There isn't much play in positioning these days for a DT, but the scheme definitely still matters. What is this dot expected/being asked to do?

That said, agility into the 90's is pretty much a must. Personally, I prefer higher tackling and vision as well fwiw
 
Seric
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Speed is one of those abilities that is underrated with DTs. A lot of people don't understand how much it actually helps your build whether you're building a Run Stuffer or a Pass Rusher.
 
jdbolick
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Put me among those who doesn't believe that speed is important for DTs. The notion that an extra 10-15 speed generates a significant momentum difference over the yard or so that DTs move before getting blocked is pretty silly. First Step is the only thing that can generate significant momentum in such a short distance, not the speed attribute. DTs also generally can't use speed to race by a block because they're operating in a confined space with so many blockers around them. It used to be that tackling also didn't mean that much, but now we know that was due to a bug (poor Rage Kinard) and it's suddenly become very useful for them.

Basically, push the hell out of strength and agility since the DT's number one job is to break blocks. If you're not breaking blocks, then the rest of your build doesn't matter much (tackling can still help while blocked and I think you can still deflect passes through jumping then too).
 
Hagalaz
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Pardon my ignorance, but where do you get that tackling thing? From all I know, even this past season players with very high tackling weren't getting a much better result than players with just good tackling...
 
jdbolick
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May 13, 2012
- Fixed a bug causing run-blocked defenders to frequently have a tackle-making score of zero or near zero instead of the intended penalty
 
oaklandraider
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JMP FTW
 
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