Thanks theo
Forum > FAQ's, Player Guides and Newbie Help > Scat HB ?
Dave Mr Majors
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I'm going to get crazy here and agree with Theo and TJ.
I agree that 50 jumping is a good middle ground number for a scat back. I have a dot that mostly catches screens, and he only has 23 jumping. If he was running more routes, I would want more.
I also agree with TJ that jumping is the second most important skill in a catch ball roll. Catching is number 1. If you fail the vision check to see the ball coming, you never get to the catch ball roll. All of the attributes play their part. One of the best receivers I ever used in an offense had 90 catching, 81 jumping, and 69 vision. He wasn't the fastest dot, but I could throw the ball to him in triple coverage, and he would come down with it.
I agree that 50 jumping is a good middle ground number for a scat back. I have a dot that mostly catches screens, and he only has 23 jumping. If he was running more routes, I would want more.
I also agree with TJ that jumping is the second most important skill in a catch ball roll. Catching is number 1. If you fail the vision check to see the ball coming, you never get to the catch ball roll. All of the attributes play their part. One of the best receivers I ever used in an offense had 90 catching, 81 jumping, and 69 vision. He wasn't the fastest dot, but I could throw the ball to him in triple coverage, and he would come down with it.
TJ Spikes
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Originally posted by Dave Mr Majors
I also agree with TJ that jumping is the second most important skill in a catch ball roll. Catching is number 1. If you fail the vision check to see the ball coming, you never get to the catch ball roll. All of the attributes play their part. One of the best receivers I ever used in an offense had 90 catching, 81 jumping, and 69 vision. He wasn't the fastest dot, but I could throw the ball to him in triple coverage, and he would come down with it.
Nailed it. There are 2 rolls on a contested catch. The actual catch roll is the second roll. From how I interpret Bort speak, on that roll , the attributes are Catching, Jumping, Agility, Strength.
For the fight roll, which happens first, Vision plays a large part.
So either make a Scat designed to be open a lot, hope he can get open, and live with lower Jumping--which in theory you won't need.
Or assume you'll always have at least 1 defender near you, make a dot designed to catch in traffic, and sacrifice some Speed for higher Vision to fight and Jumping to catch more difficult passes.
Getting targets is always the issue with slower guys. To counter that there's QB favorites, GtG VA, and the fact that a QB will throw more willingly if he's under pressure.
Pick your poison. Fewer targets vs. higher catch rate.
There's basically 5 attributes in play, and they all can't be 100
I also agree with TJ that jumping is the second most important skill in a catch ball roll. Catching is number 1. If you fail the vision check to see the ball coming, you never get to the catch ball roll. All of the attributes play their part. One of the best receivers I ever used in an offense had 90 catching, 81 jumping, and 69 vision. He wasn't the fastest dot, but I could throw the ball to him in triple coverage, and he would come down with it.
Nailed it. There are 2 rolls on a contested catch. The actual catch roll is the second roll. From how I interpret Bort speak, on that roll , the attributes are Catching, Jumping, Agility, Strength.
For the fight roll, which happens first, Vision plays a large part.
So either make a Scat designed to be open a lot, hope he can get open, and live with lower Jumping--which in theory you won't need.
Or assume you'll always have at least 1 defender near you, make a dot designed to catch in traffic, and sacrifice some Speed for higher Vision to fight and Jumping to catch more difficult passes.
Getting targets is always the issue with slower guys. To counter that there's QB favorites, GtG VA, and the fact that a QB will throw more willingly if he's under pressure.
Pick your poison. Fewer targets vs. higher catch rate.
There's basically 5 attributes in play, and they all can't be 100
Edited by TJ Spikes on Aug 21, 2016 07:29:00
Edited by TJ Spikes on Aug 21, 2016 07:28:18
Edited by TJ Spikes on Aug 21, 2016 07:20:29
Larry Roadgrader
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Originally posted by Sonic
What about high strength and low jumping?
I don't have a specific answer, but I'm haunted by what might happen if someone built a strength-oriented receiving back.
What about high strength and low jumping?
I don't have a specific answer, but I'm haunted by what might happen if someone built a strength-oriented receiving back.
Sonic
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Originally posted by Larry Roadgrader
I don't have a specific answer, but I'm haunted by what might happen if someone built a strength-oriented receiving back.
Haunted, how so? And strength to what range are you referring to when saying strength-oriented receiving back?
I don't have a specific answer, but I'm haunted by what might happen if someone built a strength-oriented receiving back.
Haunted, how so? And strength to what range are you referring to when saying strength-oriented receiving back?
FuzzyP
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Originally posted by Dave Mr Majors
I'm going to get crazy here and agree with Theo and TJ.
I agree that 50 jumping is a good middle ground number for a scat back. I have a dot that mostly catches screens, and he only has 23 jumping. If he was running more routes, I would want more.
I also agree with TJ that jumping is the second most important skill in a catch ball roll. Catching is number 1. If you fail the vision check to see the ball coming, you never get to the catch ball roll. All of the attributes play their part. One of the best receivers I ever used in an offense had 90 catching, 81 jumping, and 69 vision. He wasn't the fastest dot, but I could throw the ball to him in triple coverage, and he would come down with it.
Originally posted by TJ Spikes
Nailed it. There are 2 rolls on a contested catch. The actual catch roll is the second roll. From how I interpret Bort speak, on that roll , the attributes are Catching, Jumping, Agility, Strength.
For the fight roll, which happens first, Vision plays a large part.
So either make a Scat designed to be open a lot, hope he can get open, and live with lower Jumping--which in theory you won't need.
Or assume you'll always have at least 1 defender near you, make a dot designed to catch in traffic, and sacrifice some Speed for higher Vision to fight and Jumping to catch more difficult passes.
Getting targets is always the issue with slower guys. To counter that there's QB favorites, GtG VA, and the fact that a QB will throw more willingly if he's under pressure.
Pick your poison. Fewer targets vs. higher catch rate.
There's basically 5 attributes in play, and they all can't be 100
Awesome! Thanks guys. That's more than I was looking for. Helps a lot.
I'm going to get crazy here and agree with Theo and TJ.
I agree that 50 jumping is a good middle ground number for a scat back. I have a dot that mostly catches screens, and he only has 23 jumping. If he was running more routes, I would want more.
I also agree with TJ that jumping is the second most important skill in a catch ball roll. Catching is number 1. If you fail the vision check to see the ball coming, you never get to the catch ball roll. All of the attributes play their part. One of the best receivers I ever used in an offense had 90 catching, 81 jumping, and 69 vision. He wasn't the fastest dot, but I could throw the ball to him in triple coverage, and he would come down with it.
Originally posted by TJ Spikes
Nailed it. There are 2 rolls on a contested catch. The actual catch roll is the second roll. From how I interpret Bort speak, on that roll , the attributes are Catching, Jumping, Agility, Strength.
For the fight roll, which happens first, Vision plays a large part.
So either make a Scat designed to be open a lot, hope he can get open, and live with lower Jumping--which in theory you won't need.
Or assume you'll always have at least 1 defender near you, make a dot designed to catch in traffic, and sacrifice some Speed for higher Vision to fight and Jumping to catch more difficult passes.
Getting targets is always the issue with slower guys. To counter that there's QB favorites, GtG VA, and the fact that a QB will throw more willingly if he's under pressure.
Pick your poison. Fewer targets vs. higher catch rate.
There's basically 5 attributes in play, and they all can't be 100
Awesome! Thanks guys. That's more than I was looking for. Helps a lot.
FuzzyP
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Originally posted by Sonic
Haunted, how so? And strength to what range are you referring to when saying strength-oriented receiving back?
He's saying max out strength. So taking it to 84... You'd have to sacrifice to much or get strength that high. I'm assuming that's why he would be haunted.
Haunted, how so? And strength to what range are you referring to when saying strength-oriented receiving back?
He's saying max out strength. So taking it to 84... You'd have to sacrifice to much or get strength that high. I'm assuming that's why he would be haunted.
Sonic
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Originally posted by fuzzypoopy
He's saying max out strength. So taking it to 84... You'd have to sacrifice to much or get strength that high. I'm assuming that's why he would be haunted.
Maybe. The only thing you have to be wary of is SA and equipment investment. Vision maybe (if you can get away with capping it).
He's saying max out strength. So taking it to 84... You'd have to sacrifice to much or get strength that high. I'm assuming that's why he would be haunted.
Maybe. The only thing you have to be wary of is SA and equipment investment. Vision maybe (if you can get away with capping it).
Edited by Sonic on Aug 22, 2016 19:12:18
Larry Roadgrader
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I was actually wondering aloud what would happen if a new(?) kind of receiving back could catch short-to-medium range passes, then face nothing but linebackers and smaller opponents and use break-tackle attributes and SAs to run over the opposition to the endzone.
Originally posted by Sonic
What about high strength and low jumping?
This one worked p good and was fun to watch on Burnside in WL. Built to catch screen passes on outside then break tackles. Not much agility so, didn't get great separation on other routes. http://glb.warriorgeneral.com/game/player.pl?player_id=4481050
What about high strength and low jumping?
This one worked p good and was fun to watch on Burnside in WL. Built to catch screen passes on outside then break tackles. Not much agility so, didn't get great separation on other routes. http://glb.warriorgeneral.com/game/player.pl?player_id=4481050
Originally posted by Larry Roadgrader
I was actually wondering aloud what would happen if a new(?) kind of receiving back could catch short-to-medium range passes, then face nothing but linebackers and smaller opponents and use break-tackle attributes and SAs to run over the opposition to the endzone.
I tried that with the Power arch WR build once and was severely disappointed. I have no explanation as to WHY but Power style builds seem to work great if they're HB's or FB's... but whenever you try the same thing with TE's and WR's they just don't get the broken tackles and stuff that the HB's and FB's do. You would think, since the HB/FB's generally have to run through giant D-linemen with a lot more weight and usually great tackling skill, that they would have a harder time of it. But my Power WR was constantly getting ankle tackled with very few YAC. And it wasn't an agility issue (IMO) since the agility was in the 80's... plenty of jumping (60)... strength was just under 80... I just don't have an answer. Do DB's make more diving tackles than D-linemen? Are they more successful at it? Because they're DB's to they all have 4 pieces of 'Make Tackle' gear? I felt like I'd built good enough to see plenty of broken tackles and some nice YAC runs but, like I said, disappointed. :shrug:
I was actually wondering aloud what would happen if a new(?) kind of receiving back could catch short-to-medium range passes, then face nothing but linebackers and smaller opponents and use break-tackle attributes and SAs to run over the opposition to the endzone.
I tried that with the Power arch WR build once and was severely disappointed. I have no explanation as to WHY but Power style builds seem to work great if they're HB's or FB's... but whenever you try the same thing with TE's and WR's they just don't get the broken tackles and stuff that the HB's and FB's do. You would think, since the HB/FB's generally have to run through giant D-linemen with a lot more weight and usually great tackling skill, that they would have a harder time of it. But my Power WR was constantly getting ankle tackled with very few YAC. And it wasn't an agility issue (IMO) since the agility was in the 80's... plenty of jumping (60)... strength was just under 80... I just don't have an answer. Do DB's make more diving tackles than D-linemen? Are they more successful at it? Because they're DB's to they all have 4 pieces of 'Make Tackle' gear? I felt like I'd built good enough to see plenty of broken tackles and some nice YAC runs but, like I said, disappointed. :shrug:
TJ Spikes
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This topic could use is own thread for sure.
Imo, it's because of the angle of attack. Usually the WR/TE gets tackled from behind.
If it's possible, I suspect a truck load of Carry would be the ticket, maybe with one of the other tackle breakers like Stiff Arm.
You can't really Power Thru someone behind you.
Maybe a Spin based WR could be feasible. It'd have to be slow though. Like high 90s Carry, mid 90s Agility, then as much Catching, Speed, and then Vision, Jumping, Strength...
It's probably too demanding of a build.
Imo, it's because of the angle of attack. Usually the WR/TE gets tackled from behind.
If it's possible, I suspect a truck load of Carry would be the ticket, maybe with one of the other tackle breakers like Stiff Arm.
You can't really Power Thru someone behind you.
Maybe a Spin based WR could be feasible. It'd have to be slow though. Like high 90s Carry, mid 90s Agility, then as much Catching, Speed, and then Vision, Jumping, Strength...
It's probably too demanding of a build.
Edited by TJ Spikes on Aug 23, 2016 07:42:03
Originally posted by TJ Spikes
This topic could use is own thread for sure.
Imo, it's because of the angle of attack. Usually the WR/TE gets tackled from behind.
If it's possible, I suspect a truck load of Carry would be the ticket, maybe with one of the other tackle breakers like Stiff Arm.
You can't really Power Thru someone behind you.
Maybe a Spin based WR could be feasible. It'd have to be slow though. Like high 90s Carry, mid 90s Agility, then as much Catching, Speed, and then Vision, Jumping, Strength...
It's probably too demanding of a build.
generally 4 Major defenders get to higher speed number than 5 Major WR's and TE's
This topic could use is own thread for sure.
Imo, it's because of the angle of attack. Usually the WR/TE gets tackled from behind.
If it's possible, I suspect a truck load of Carry would be the ticket, maybe with one of the other tackle breakers like Stiff Arm.
You can't really Power Thru someone behind you.
Maybe a Spin based WR could be feasible. It'd have to be slow though. Like high 90s Carry, mid 90s Agility, then as much Catching, Speed, and then Vision, Jumping, Strength...
It's probably too demanding of a build.
generally 4 Major defenders get to higher speed number than 5 Major WR's and TE's
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