User Pass
Home Sign Up Contact Log In
Page:
 
driftin079
offline
Link
 
Originally posted by CTap
Originally posted by markm6770

It's hard to spend the points there, cause it's not sexy or easily quantified. But it makes the players around you better, which is important when opposing defenses are loaded with demoralizing/intimidating SAs. I like that it pays off late in close games, cause that's where truly gifted QBs shine.



How do you know it makes the players around you better? Isn't the stated effect that it "gives the entire offense a morale and stamina boost right before the play"? If your team has high Morale and Stamina, what is the real gain for them here?



In-game morale and stamina are more fluid (supposedly) than your overall morale and stamina. Since both of those attributes affect how effective all of your skills are, in theory it boosts the players on your team up to the level they are supposed to play at.

What gets me is that the levels put into FG increase the *chance* that the skill will work, along with its intensity. That means there's no telling when or if the skill will work, and in what situation. It's a crapshoot. I can see it being effective if enough points are dumped into it, but I'm not convinced it's worth all the points.
 
skunkguts
offline
Link
 
It also says You will find your coverage is better and your receivers catch more balls.

You either get SAs or you don't. How does anyone know if any SA works? They don't. You have to assume they do, you don't know when and how they work, what triggers them etc.

If you believe SAs work, then this one is pretty important for a QB.
 
CTap
offline
Link
 
That doesn't make a bit of sense.

#1 We have verifiable proof that a few of them DEFINITELY work.

#2 What makes you say this one is pretty important? I would love to hear reasoning. That is, after all, sorta the point of this topic.

 
CTap
offline
Link
 
Originally posted by driftin079


In-game morale and stamina are more fluid (supposedly) than your overall morale and stamina. Since both of those attributes affect how effective all of your skills are, in theory it boosts the players on your team up to the level they are supposed to play at.

What gets me is that the levels put into FG increase the *chance* that the skill will work, along with its intensity. That means there's no telling when or if the skill will work, and in what situation. It's a crapshoot. I can see it being effective if enough points are dumped into it, but I'm not convinced it's worth all the points.


I am aware of the (supposed) fluidity of "breath" and in-game morale. That is what I was referring to, in case I wasn't clear. My point was that on any given play, presuming your players are doing well in the game (so no huge amount of in-game Morale loss) and your depth is sufficient (so no huge amount of "breath" loss), what benefit does it really provide, if any?

 
Dravz
offline
Link
 
Originally posted by CTap

I am curious (well, for the sake of others mostly) why you think 4+1 is a good investment.


Because most everyone on the field has confidence between 12 and 30, meaning they ALL need a morale boost regardless of play outcomes. Bort said way back that a player with 12 confidence will spend the rest of the game trying to get over a bad play. Even good players on good teams will make at least one mistake per game, so it definitely seems worthwhile to me to go halfway on Field General to help the offense out.

Add in all the easy defensive SA's like Snarl, Aura of Intimidation, Glare, and so on and it seems like helping out the offense's confidence/morale would be a big help.

The big questions are: Does it actually work? Is it worth the points invested? I can't speak to it actually working since it is such a "fluffy" ability. But worth the 2+4+6 points invested to get it to 4+1? I thought enough of it to say so. And until guys on offense start valuing confidence more I'll probably continue to say so.
 
kingofgod
offline
Link
 
Originally posted by CTap
Originally posted by matt8909

This is a great topic.

I have a lvl 17 QB that has the same basic pocket passer build as everyone with 3-3-2-2-3 on the pocket passer tree and have tried very hard to see what stats effect what and I generally think along the lines of squatch66 that it is far more important to concentrate on physical attributes first.I like the idea of hitting the hard cap on Throwing and the soft caps on Vis/Con/Str then move on to your S.A.'s.Just let the 1 pt you get from your Custom gear get you by until then.




The 1 pt from Equipment might as well be none until you put points here. There are certainly "tiers" of sweet spots that cause the activation % or the % gain to increase substantially and hitting these spots (then going beyond) is where we start to reap benefits of the SAs, such as these benefits are.

Again, nobody would greatly dispute the putting points into major Attributes is a good thing. We need the foundation, although I have tested and confirmed that a few SAs benefit players greatly regardless of those players' attributes... one of the best QB SAs is just this type. I would go so far as to say getting it to a sweet spot prior to investing anything into Attributes would be a great move.


Which SA are you talking about?
 
dshearn
offline
Link
 
Originally posted by CTap
Originally posted by driftin079



In-game morale and stamina are more fluid (supposedly) than your overall morale and stamina. Since both of those attributes affect how effective all of your skills are, in theory it boosts the players on your team up to the level they are supposed to play at.

What gets me is that the levels put into FG increase the *chance* that the skill will work, along with its intensity. That means there's no telling when or if the skill will work, and in what situation. It's a crapshoot. I can see it being effective if enough points are dumped into it, but I'm not convinced it's worth all the points.


I am aware of the (supposed) fluidity of "breath" and in-game morale. That is what I was referring to, in case I wasn't clear. My point was that on any given play, presuming your players are doing well in the game (so no huge amount of in-game Morale loss) and your depth is sufficient (so no huge amount of "breath" loss), what benefit does it really provide, if any?




How can your QB lead a come from behind Victory with out a means of Re-refreshing the troops?

This is how i see it.

IF your kicking teh crap out of the other team, did you need EVERY LAST SINGLE point you spent in ANY attribute let alone ability.

prob not.

The break neck close games is were every point spent matters, and THAT is were the concept of the general skill as i understand it, could in an otherwise unwinable game, turn the tide to make it winnable.


I have no idea if the ability is even functional or operational. But i would not judge this Ability by the Criteria of "any given play were your winning your ass off and morale is not an issue" Since like all the offensive General skills it is made to re-group and replenish that which the defense has taken from them.
 
driftin079
offline
Link
 
Originally posted by CTap
Originally posted by driftin079



In-game morale and stamina are more fluid (supposedly) than your overall morale and stamina. Since both of those attributes affect how effective all of your skills are, in theory it boosts the players on your team up to the level they are supposed to play at.

What gets me is that the levels put into FG increase the *chance* that the skill will work, along with its intensity. That means there's no telling when or if the skill will work, and in what situation. It's a crapshoot. I can see it being effective if enough points are dumped into it, but I'm not convinced it's worth all the points.


I am aware of the (supposed) fluidity of "breath" and in-game morale. That is what I was referring to, in case I wasn't clear. My point was that on any given play, presuming your players are doing well in the game (so no huge amount of in-game Morale loss) and your depth is sufficient (so no huge amount of "breath" loss), what benefit does it really provide, if any?



That's kinda what I was getting at. It's almost impossible to tell the benefits, especially at low levels, and especially if your team is already strong in the areas this ability boosts.

Honestly, aside from "Tight Spiral", my opinion is that the need for any of the Pocket Passer abilities is dependent on the strength of the team around you.
 
Dravz
offline
Link
 
Originally posted by kingofgod

Which SA are you talking about?


The one that makes your receivers catch more passes, but I shall not name it.
 
HULK
offline
Link
 
Originally posted by Dravz
I think the sweet spot for Field General is 4+1, because then you're only out the 2 points you're forced to put into Turn Shoulder. I wouldn't go beyond that without more data.


This is where I have my QB. I put it up there a long time ago though, and didn't notice a big improvement.

That may be because its only at 5. I've got my tight spiral at 9, and I really started noticing a difference there from about 7 up. That is a great special, really cuts down on drops and ints.

This year, I'm caught between 2 ideas. I can either push pump fake up to 9 and see what that does, or keep working on my core attributes and cap tight spiral at 11. I'm leaning towards the latter but intrigued by the former. Anyone have a pumped up pump fake? How well does it work?
 
HULK
offline
Link
 
Oh, also, I am of the opinion that all of the General abilities are modifiers of other players base attributes. So, as long as your teammates have low confidence, this isn't going to help them much.
 
neverdodge
offline
Link
 
Here's my thought :

I don't have high level QB, but i think the positive point on the Field General SA is that it affect the entire offense (well at least it is supposed to, but having no way to proove or deny it we have to assume abilities are working the way they're described).
I think affecting more players with only one SA is a real plus. And even if your teamates got high stamina or high confidence, there will always be those games where things go wrong. Your HB may fumble right at the start of the game, or your QB can be sacked...
It also say it help your protection to be more effective and your throw to be catched (altough i assume it just says that because player with higher breath and morale will do better, so i don't think it's a second effect of the skill)

The negative (or unknown at least) points are :
We don't know how often it tick
We don't know how much the stamina and morale boost is.
 
Dravz
offline
Link
 
Originally posted by neverdodge

I think affecting more players with only one SA is a real plus. And even if your teamates got high stamina or high confidence, there will always be those games where things go wrong. Your HB may fumble right at the start of the game, or your QB can be sacked...


No one is disagreeing with that, the question is: are the points into Field General worth it? However many you put into Field General, would you be a better QB if you had spent those points elsewhere, like in throwing or confidence or Tight Spiral or whatever.
 
Pong
offline
Link
 
Originally posted by neverdodge

We don't know how often it tick
We don't know how much the stamina and morale boost is.


The more SP poured into it, the more it has a chance to work PLUS the more boost to stamina and morale as per the description of additional levels. I think this SA could also boost your own QB's stamina and morale which is key as QB's supposedly take the most morale hits with incompletes, ints, tips, sacks and drops along with the anti morale D-linemen and LB's. Getting a few triggers in a row can at least keep you even or help get you back on track if needed. As far as how much should be invested? As someone said earlier, you have to calculate how much you have to put into everything else to reach it and then throw more than every other, so I would hope that as expensive as it is, that it would trigger pretty frequently, even at lower numbers and have more than minimum effects.
 
neverdodge
offline
Link
 
Originally posted by Dravz


No one is disagreeing with that, the question is: are the points into Field General worth it? However many you put into Field General, would you be a better QB if you had spent those points elsewhere, like in throwing or confidence or Tight Spiral or whatever.


Not that i disagree either . Problem is we don't have any way to figure out how much stam and conf you get back.

 
Page:
 


You are not logged in. Please log in if you want to post a reply.