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Forum > FAQ's, Player Guides and Newbie Help > What are some unique builds for a dot?
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WiSeIVIaN
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Keep in mind that a base level of build efficiency is needed to make any dot effectively. You must know how to train and apply SP's to result in a high player value (an efficiently built player) along with an understanding of how to apply SA's, Equip, and +%AE effectively.

Fighting the meta with "weird builds" is a bit unpopular, though that is in large part because most people that dont follow meta builds tend to be ineffecient dot builders who would make bad dots regardless. If you have a premise for a build, why you think it will be effective in a certain capacity, and a logical idea for why you should allocate resources away from a+b+c and away from x+y+z, I say go for it.
 
WiSeIVIaN
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Originally posted by Sweet T

Interesting build, man.

I think I'll work around something like that.

150 - strength or tackling
100 - tackling or strength
75- speed
75- agility

Plus custom equip.


Strength LB's have been proven effective at GLB's top levels with willing DC's. Some numbers might be a little low depending on secondaries, and I'd 100% recommend the strength equipment over the tackling equipment (as I don't know what 150 tackling will really do for you as you get beat up by bTE's with lackluster 100str/75spd/75agi break block triangle numbers), but throw some monster hit and ffum%/maketackle% on him and you have a strongside run stopping LBer that will have a demand from some DCs.
 
WiSeIVIaN
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Fwiw, I only really find it interesting to build players that test GLB's boundries. 1 example is below with what I learned from him. If/when I have time I plan to make a post with all my weird/interesting builds and results. Fwiw after projecting the initial build (Using the virtual player builder is MANDETORY especially for unorthodox builds) I was basically told how worthless he would be on all build advice forums because he wouldnt cut, or accelerate, or break tackles according to them...

HB Shawne Retrovirus: Superspeed HB

Hypothesis: While too much speed has diminishing returns, there is a point where if you have enough of a speed gap over your opponent, you can create enough separation to make those returns valuable. Also the thought that speed is much more important to acceleration than agility. He sacrificed agility to lean on quick cut to change direction effectively, sacrificed str/carry but still leaned on +% AE and SAs to make people miss and allow more opportunities to utilize his huge speed differential.

Plateau:
S35 = Effective in Natty Pro
S36 = Extremely underutilized in WL, literally didn't have a custom HB slot since there were lies in recruiting and too many HB's on the team.
S37 = Ok season in Natty Pro but nothing special. I OC'd him this season and didn't do much to go out of my way to make sure he was effective.
S38 = Great season. Natty Pro offensive MVP leading WELP in rushing yards and rushing TDs
S39 = Lost season. Started off in WL extremely strong (13 rushes for 170 yards and 3 TDs) however the owner ragequit afk'd GLB after game 1. He was granted a release after game 2 then went to another team that turned out to have no willingness to use him for 2 games so was requested release again, and went to a final team in Natty Pro where he was somewhat effective though not heavily utilized due to being a late roster add-on.

3 runs from his final WL season game 1:
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1613613
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1614048
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1614161

Results: I am pretty happy with his plateau performance. He proved he can be a top-notch impact player in Natty Pro and showed spurts of effectiveness in WL. My biggest mistake was team selection as if I could have found a permanent team with a quality willing OC earlier and stuck with him, things would have gone better. His final season was basically a throw-away which makes me sad.

As far as build hypothesis goes, There is indeed a threshhold where having enough speed can make the added diminishing returns worth it. 11 quick cut did a ok job of supplementing the lack of agility, as he ran reasonably fluid for a guy with a 99 spd-agi gap. He also often did a move on the edge where he'd hard cut-in and leave a defender stuck in the flat (no fake move firing) which was likely due to the 11 quick cut possibly with his big speed (other backs do this, but he did it more than most by far).

I'm not sure he was able to break enough tackles to warrant the spin break tackle attempts as he broke 1 in 6 tackles and spent a good bit of SP getting strength up, along with 3 AE (2 +5% break tackle, 1 spin).

Honestly I think the build was close enough to optimal for what it was, such that remaking him without the breaktackle probably isn't something I will do. Soft-capping catching for screens would probably have been worth it as well to increase utilization.
 
The Avenger
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Originally posted by WiSeIVIaN
Fwiw, I only really find it interesting to build players that test GLB's boundries. 1 example is below with what I learned from him. If/when I have time I plan to make a post with all my weird/interesting builds and results. Fwiw after projecting the initial build (Using the virtual player builder is MANDETORY especially for unorthodox builds) I was basically told how worthless he would be on all build advice forums because he wouldnt cut, or accelerate, or break tackles according to them...

HB Shawne Retrovirus: Superspeed HB

Hypothesis: While too much speed has diminishing returns, there is a point where if you have enough of a speed gap over your opponent, you can create enough separation to make those returns valuable. Also the thought that speed is much more important to acceleration than agility. He sacrificed agility to lean on quick cut to change direction effectively, sacrificed str/carry but still leaned on +% AE and SAs to make people miss and allow more opportunities to utilize his huge speed differential.

Plateau:
S35 = Effective in Natty Pro
S36 = Extremely underutilized in WL, literally didn't have a custom HB slot since there were lies in recruiting and too many HB's on the team.
S37 = Ok season in Natty Pro but nothing special. I OC'd him this season and didn't do much to go out of my way to make sure he was effective.
S38 = Great season. Natty Pro offensive MVP leading WELP in rushing yards and rushing TDs
S39 = Lost season. Started off in WL extremely strong (13 rushes for 170 yards and 3 TDs) however the owner ragequit afk'd GLB after game 1. He was granted a release after game 2 then went to another team that turned out to have no willingness to use him for 2 games so was requested release again, and went to a final team in Natty Pro where he was somewhat effective though not heavily utilized due to being a late roster add-on.

3 runs from his final WL season game 1:
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1613613
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1614048
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1614161

Results: I am pretty happy with his plateau performance. He proved he can be a top-notch impact player in Natty Pro and showed spurts of effectiveness in WL. My biggest mistake was team selection as if I could have found a permanent team with a quality willing OC earlier and stuck with him, things would have gone better. His final season was basically a throw-away which makes me sad.

As far as build hypothesis goes, There is indeed a threshhold where having enough speed can make the added diminishing returns worth it. 11 quick cut did a ok job of supplementing the lack of agility, as he ran reasonably fluid for a guy with a 99 spd-agi gap. He also often did a move on the edge where he'd hard cut-in and leave a defender stuck in the flat (no fake move firing) which was likely due to the 11 quick cut possibly with his big speed (other backs do this, but he did it more than most by far).

I'm not sure he was able to break enough tackles to warrant the spin break tackle attempts as he broke 1 in 6 tackles and spent a good bit of SP getting strength up, along with 3 AE (2 +5% break tackle, 1 spin).

Honestly I think the build was close enough to optimal for what it was, such that remaking him without the breaktackle probably isn't something I will do. Soft-capping catching for screens would probably have been worth it as well to increase utilization.


Why not play a build like this in Casual Pro and see what happens where results there are FAR more build dependent then exploitative team tactics needed to win WL?
 
reddogrw
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Originally posted by The Avenger
Originally posted by WiSeIVIaN

Fwiw, I only really find it interesting to build players that test GLB's boundries. 1 example is below with what I learned from him. If/when I have time I plan to make a post with all my weird/interesting builds and results. Fwiw after projecting the initial build (Using the virtual player builder is MANDETORY especially for unorthodox builds) I was basically told how worthless he would be on all build advice forums because he wouldnt cut, or accelerate, or break tackles according to them...

HB Shawne Retrovirus: Superspeed HB

Hypothesis: While too much speed has diminishing returns, there is a point where if you have enough of a speed gap over your opponent, you can create enough separation to make those returns valuable. Also the thought that speed is much more important to acceleration than agility. He sacrificed agility to lean on quick cut to change direction effectively, sacrificed str/carry but still leaned on +% AE and SAs to make people miss and allow more opportunities to utilize his huge speed differential.

Plateau:
S35 = Effective in Natty Pro
S36 = Extremely underutilized in WL, literally didn't have a custom HB slot since there were lies in recruiting and too many HB's on the team.
S37 = Ok season in Natty Pro but nothing special. I OC'd him this season and didn't do much to go out of my way to make sure he was effective.
S38 = Great season. Natty Pro offensive MVP leading WELP in rushing yards and rushing TDs
S39 = Lost season. Started off in WL extremely strong (13 rushes for 170 yards and 3 TDs) however the owner ragequit afk'd GLB after game 1. He was granted a release after game 2 then went to another team that turned out to have no willingness to use him for 2 games so was requested release again, and went to a final team in Natty Pro where he was somewhat effective though not heavily utilized due to being a late roster add-on.

3 runs from his final WL season game 1:
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1613613
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1614048
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1614161

Results: I am pretty happy with his plateau performance. He proved he can be a top-notch impact player in Natty Pro and showed spurts of effectiveness in WL. My biggest mistake was team selection as if I could have found a permanent team with a quality willing OC earlier and stuck with him, things would have gone better. His final season was basically a throw-away which makes me sad.

As far as build hypothesis goes, There is indeed a threshhold where having enough speed can make the added diminishing returns worth it. 11 quick cut did a ok job of supplementing the lack of agility, as he ran reasonably fluid for a guy with a 99 spd-agi gap. He also often did a move on the edge where he'd hard cut-in and leave a defender stuck in the flat (no fake move firing) which was likely due to the 11 quick cut possibly with his big speed (other backs do this, but he did it more than most by far).

I'm not sure he was able to break enough tackles to warrant the spin break tackle attempts as he broke 1 in 6 tackles and spent a good bit of SP getting strength up, along with 3 AE (2 +5% break tackle, 1 spin).

Honestly I think the build was close enough to optimal for what it was, such that remaking him without the breaktackle probably isn't something I will do. Soft-capping catching for screens would probably have been worth it as well to increase utilization.


Why not play a build like this in Casual Pro and see what happens where results there are FAR more build dependent then exploitative team tactics needed to win WL?


I chuckle every time I see Avenger post this
 
WiSeIVIaN
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Originally posted by The Avenger
Why not play a build like this in Casual Pro and see what happens where results there are FAR more build dependent then exploitative team tactics needed to win WL?


?? Cuz he can't run inside?

It'd be like having a rushing QB (can't pass) or recFB (can't block) in casual. The lack of tools to properly utilize the dot is not proof the dot sucks, but rather proof that specialized builds don't work in casual since casual doesn't have the tools to properly select them...
 
InRomoWeTrust
Lead Mod
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Play my screen WR in casual, he'll do gr8

http://glb.warriorgeneral.com/game/player.pl?player_id=4454232
 
Donk3yMan
spaghetti
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Originally posted by WiSeIVIaN
?? Cuz he can't run inside?

It'd be like having a rushing QB (can't pass) or recFB (can't block) in casual. The lack of tools to properly utilize the dot is not proof the dot sucks, but rather proof that specialized builds don't work in casual since casual doesn't have the tools to properly select them...


Custom slots and by formation HBs bro. Not that I agree with Avenger, but I could probably make it work.

Originally posted by InRomoWeTrust
Play my screen WR in casual, he'll do gr8

http://glb.warriorgeneral.com/game/player.pl?player_id=4454232


RAHHHHHHH CASUAL WR SCREENS
 
skibodragula
McFroggin
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Originally posted by InRomoWeTrust
Play my screen WR in casual, he'll do gr8

http://glb.warriorgeneral.com/game/player.pl?player_id=4454232


play call beast is all
 
Time Trial
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http://glb.warriorgeneral.com/game/player.pl?player_id=4484991
http://glb.warriorgeneral.com/game/player.pl?player_id=4486617

Two forms of rushing QB built to respond to the last Bort Q&A where Bort said that First Step and Surge would both fire for a QB rushing play. A little inside/outside rushing combo to prevent the D from stacking the outside.
 
cymaddux31
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Originally posted by Sweet T

Interesting build, man.

I think I'll work around something like that.

150 - strength or tackling
100 - tackling or strength
75- speed
75- agility

Plus custom equip.


that guy will be terrible at high levels, he wont be fast enough to catch the cold. He will be effective only against runs right up the gut.
 
DarkRogue
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This dude is a beast at jarring the ball loose, and he can still produce on runs to the edge with proper placement.

http://glb.warriorgeneral.com/game/player.pl?player_id=4464511

A.J. Barnett (Lv. 79 LB)

Ht/Wt: 5'10", 270lbs

Experience, Skill Points, and Cash
Money: $0
Daily Salary: $9500
Skill Points: 0
Training Points: 0
Bonus Tokens: 3
Veteran Points: 0
Next Level: 0/1000

Attributes
Physical Attributes
Strength: 138.1 (+38)
Speed: 101.26 (+16)
Agility: 91.1
Jumping: 49.26
Stamina: 59.26
Vision: 76.1
Confidence: 41.26

Football Skills
Blocking: 8
Catching: 8
Tackling: 91.1
Throwing: 8
Carrying: 8
Kicking: 8
Punting: 8

Special Abilities
Hard Hitter Abilities
Snarl: 3
Aura of Intimidation: 5
Diving Tackle: 9
Monster Hit: 10
Defense General: 1

Pass Rusher Abilities
Trash Talk: 2
The Glare: 4
Shed Blocks: 8
Swat Ball: 0
Big Sack: 0

Additional Abilities
Big Hit: 0
Veteran Abilities
Textbook Tackler: 15
Football Genius: 8
Bull Rusher: 15
Power Tackler: 15
Sure Tackler: 15

Current Bonuses/Penalties
Vision: +3.04
Tackling: +6.83
Force fumble chance: +15%
Make tackle chance: +20%
Break block chance: +15%
 
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