User Pass
Home Sign Up Contact Log In
Page:
 
kingofgod
offline
Link
 
Originally posted by InRomoWeTrust
KL protection and it adds a post-catch element where your fakes will fire.


Does carrying help with WR fakes during routes or just when he has the ball?
 
Bane
Baconologist
offline
Link
 
Originally posted by kingofgod
Does carrying help with WR fakes during routes or just when he has the ball?


when he has the ball..... he aint "carrying it" when he don't have it


that is just using common sense ,so it may not be true in GLB
 
InRomoWeTrust
Lead Mod
offline
Link
 
Originally posted by kingofgod
Does carrying help with WR fakes during routes or just when he has the ball?


Carrying does nothing for a WR prior to securing the ball (per Bort). Vision helps with mid-route fakes.
Edited by InRomoWeTrust on Mar 22, 2013 17:52:56
 
Jampy2.0
thuggin'
offline
Link
 
Next question (3x)

1. How much agility is safe to use the "Creative" route running option.
2. Can anyone show me plays of it working/ on paper its bonuses and usefulness.
3. Can anyone show/explain to me Creative route running with insufficient agi.
 
InRomoWeTrust
Lead Mod
offline
Link
 
Originally posted by jampysos
Next question (3x)

1. How much agility is safe to use the "Creative" route running option.
2. Can anyone show me plays of it working/ on paper its bonuses and usefulness.
3. Can anyone show/explain to me Creative route running with insufficient agi.


Creative route running just means a bunch of added little cuts into a route. On paper, it's better for fake dots since more cuts = more fake opportunities.

You could use creative route running with 80 agility if you really wanted to. I've used it with dots with 102 agility and 80 agility. Bit of a coordinator preference, imo.
 
Jampy2.0
thuggin'
offline
Link
 
Any difference between 102 and 80?
 
InRomoWeTrust
Lead Mod
offline
Link
 
Yeah there's a tangible difference, but not enough to warrant the cost/investment, imo.
 
Jampy2.0
thuggin'
offline
Link
 
Originally posted by InRomoWeTrust
Yeah there's a tangible difference, but not enough to warrant the cost/investment, imo.


Ok, (I will take that as a leave my Possession WRs agi around 85ish)

do you remember that screen WR "Strong Hands"

Who had some REDICULOUS side to side movement on screens?
Is that a product of SE slider and too much agi? (too much in the cost->gain)
Or....?

 
Jampy2.0
thuggin'
offline
Link
 
Any tips on how to start a PowerWR build?

S1, S2, end
 
Bane
Baconologist
offline
Link
 
Originally posted by jampysos
Any tips on how to start a PowerWR build?

S1, S2, end

Don't

That is my advice
 
Jampy2.0
thuggin'
offline
Link
 
Originally posted by Bane

Don't

That is my advice


lol.

worst comes to worst,
i mold into a poss.WR with less jump more strength.
 
Theo Wizzago
Coyote
offline
Link
 
Originally posted by jampysos
lol.

worst comes to worst,
i mold into a poss.WR with less jump more strength.


I had success with a PW build. Thing is you gotta know WHY you're building it. If you want it to catch balls... you're gonna have to sacrifice certain things. If you want it to be a blocker for sweeps and pitch plays, then you'll have to sacrifice certain things. Trying to make it do both makes a mediocre dot. I ended up with around 80 strength, 80 catching, 70 jumping, 90 speed and 90 agility. I sacrificed blocking and some speed to create a dot that could block well enough to handle DB's easy and LB's and Safeties ok. He also caught about everything thrown at him once he got above level 70. (BTW, height and weight were max.) Overall he looked more like a Combo TE than a WR but it worked. Not much for 70+ yards but 5 to 10 were solid. And he blocked very well throughout his career... which was what I built him for mostly. The catching I added later in the build (around level 40-ish?) which is why he needed VA's and SA's to help him out a little. Still... triple covered and he'd make catches... just not yards.
 
Page:
 


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