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rjssob
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Originally posted by Homage
he was being facetious


What's up bud, hope all is well...
 
Homage
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Originally posted by rjssob
What's up bud, hope all is well...


life's great. just living the dream and making dawts when I'm bored ha
 
TJ Spikes
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I realize I'm a bit late to the discussion but, something esse to think about would be if the team would benefit more from having guys that only play special teams, or if it'd be better to build guys that also play special teams.

 
Theo Wizzago
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Originally posted by Homage
and I think it's foolish to argue that dawts are better at lower levels when a huge chunk of that dawts success is based off a fully upgraded AEQ set and some heavy SA investment in things like HH and MH. Not t mention... if you roll with HH, the speed value is still increasing from SP usage and equipment upgrades.


Not Lower levels... at Mid levels. Around level 40-ish. At that point in builds (level 40-ish), AEQ is just being purchased (or built) and secondary skills are still being worked on while the main skill (speed for a returner) is usually on cruise control (ALG's doing the work). At that level, carrying isn't in the 80's or higher (not usually) so fumbles are probably most likely when going against the HH's with some FF AEQ on (or other appropriate SA's). Lower levels are never worth arguing about anyways. I can't say I've ever built a returner that NEVER fumbles in his career... but, like you, most of mine usually never fumble in double digits in their career (had one that had 2 fumbles in his career... still my best ever.)
 
Theo Wizzago
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Originally posted by TJ Spikes
I realize I'm a bit late to the discussion but, something esse to think about would be if the team would benefit more from having guys that only play special teams, or if it'd be better to build guys that also play special teams.



I believe there is a benefit. The benefit of not having to use as many of your starting offensive and defensive dots as possible. In a perfect world, your offensive and defensive dots would never play ST's and therefore have all of their energy available towards their preferred tasks. But that's not possible (I think) as things currently are. Long time ago, I tried to do that and it sucked miserably. After that I tried different numbers of "ST ONLY" dots and have settled on 4 as the best number I could come up with. More than 4 starts eating hard at your offensive and/or defensive skill positions. And I've always found it MUCH easier to find defensive dots to fill the ST depth chart (against returns) than finding ST-quality offensive dots to fill the ST depth chart... which is why I'm sold on STOP centers. They fill 3 ST positions. Offensive blockers, Defensive tacklers, and Long Snappers. Is it the best scenario ever to do this? I dunno. It's worked well for me for many seasons and I'm comfortable with it. JDbolick and LonghornFan and Homage might have other and/or better ideas. You just have to figure out what you can make work for you best.
 
MileHighShoes
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Originally posted by TJ Spikes
I realize I'm a bit late to the discussion but, something esse to think about would be if the team would benefit more from having guys that only play special teams, or if it'd be better to build guys that also play special teams.



It's a lot better to have specialized dots that only play ST's and excel at ST's. Rather than a bunch of dots that are passable on ST's, but also worse on defense/offense because they are passable at ST's..
In fact, in everything you do in this game, it's WAY better to have specialized dots that are the cream of the crop at just a few rolls.

Originally posted by Theo Wizzago
Not Lower levels... at Mid levels. Around level 40-ish. At that point in builds (level 40-ish), AEQ is just being purchased (or built) and secondary skills are still being worked on while the main skill (speed for a returner) is usually on cruise control (ALG's doing the work). At that level, carrying isn't in the 80's or higher (not usually) so fumbles are probably most likely when going against the HH's with some FF AEQ on (or other appropriate SA's). Lower levels are never worth arguing about anyways. I can't say I've ever built a returner that NEVER fumbles in his career... but, like you, most of mine usually never fumble in double digits in their career (had one that had 2 fumbles in his career... still my best ever.)


HH's also need at least 4 attributes to really be good at FF's. They need to be fast enough first, and agile enough to accelerate and change directions. They also need a shit ton of tackling, and high strength, and without ff% and mt% and complimentary VA's, they just aren't that effective at FF's.

Usually by the time a returner gets their carrying up and their not fumble % up it's before a hard hitter has rounded out.
Every hard hitter I've ever built never rounded out until literally lvl 72.
There is just too much to do, all of the attributes are relevant, and the SA's are crucial along with the %EQ. Chasing fumbles is hard work.
 
Homage
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Originally posted by MileHighShoes
HH's also need at least 4 attributes to really be good at FF's. They need to be fast enough first, and agile enough to accelerate and change directions. They also need a shit ton of tackling, and high strength, and without ff% and mt% and complimentary VA's, they just aren't that effective at FF's.

Usually by the time a returner gets their carrying up and their not fumble % up it's before a hard hitter has rounded out.
Every hard hitter I've ever built never rounded out until literally lvl 72.
There is just too much to do, all of the attributes are relevant, and the SA's are crucial along with the %EQ. Chasing fumbles is hard work.


Yup. Stacks on stacks on stacks.
 
Theo Wizzago
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Originally posted by MileHighShoes
HH's also need at least 4 attributes to really be good at FF's. They need to be fast enough first, and agile enough to accelerate and change directions. They also need a shit ton of tackling, and high strength, and without ff% and mt% and complimentary VA's, they just aren't that effective at FF's.

Usually by the time a returner gets their carrying up and their not fumble % up it's before a hard hitter has rounded out.
Every hard hitter I've ever built never rounded out until literally lvl 72.
There is just too much to do, all of the attributes are relevant, and the SA's are crucial along with the %EQ. Chasing fumbles is hard work.


Good point, MHS. Nice logic.
 
Longhornfan1024
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Originally posted by Theo Wizzago
I believe there is a benefit. The benefit of not having to use as many of your starting offensive and defensive dots as possible. In a perfect world, your offensive and defensive dots would never play ST's and therefore have all of their energy available towards their preferred tasks. But that's not possible (I think) as things currently are. Long time ago, I tried to do that and it sucked miserably. After that I tried different numbers of "ST ONLY" dots and have settled on 4 as the best number I could come up with. More than 4 starts eating hard at your offensive and/or defensive skill positions. And I've always found it MUCH easier to find defensive dots to fill the ST depth chart (against returns) than finding ST-quality offensive dots to fill the ST depth chart... which is why I'm sold on STOP centers. They fill 3 ST positions. Offensive blockers, Defensive tacklers, and Long Snappers. Is it the best scenario ever to do this? I dunno. It's worked well for me for many seasons and I'm comfortable with it. JDbolick and LonghornFan and Homage might have other and/or better ideas. You just have to figure out what you can make work for you best.


Finding ST quality offensive dots to fill the ST depth chart is easy as shit.
 
Time Trial
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Originally posted by TJ Spikes
I realize I'm a bit late to the discussion but, something esse to think about would be if the team would benefit more from having guys that only play special teams, or if it'd be better to build guys that also play special teams.



Blocking TEs are an example of where adding STs VAs makes sense.

http://goallineblitz.com/game/player.pl?player_id=4374975

Though normal blocking TEs will make a bigger investment in "Blocking" and "Strength". This was an experiment to see make a "chip blocker", just someone who could get out in front of a HB, make the block and open a cutting lane. As in most things in GLB, the excessive speed often led to the TE (like many speedy FBs) getting into the secondary without finding anyone to block. Un-Beta game is still Beta.
Edited by Time Trial on Nov 25, 2013 14:44:50
 
Time Trial
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Originally posted by MileHighShoes
HH's also need at least 4 attributes to really be good at FF's. They need to be fast enough first, and agile enough to accelerate and change directions. They also need a shit ton of tackling, and high strength, and without ff% and mt% and complimentary VA's, they just aren't that effective at FF's.

Usually by the time a returner gets their carrying up and their not fumble % up it's before a hard hitter has rounded out.
Every hard hitter I've ever built never rounded out until literally lvl 72.
There is just too much to do, all of the attributes are relevant, and the SA's are crucial along with the %EQ. Chasing fumbles is hard work.


That's why archetype is so important. People keep using the LB position, but I find that they have too much waste.

The Combo DE, DT, or CB I think are the ultimate positions to build for a FF STOP.

The CB has Strength, Speed, Agility, and Tackling as the majors. First Step and Change Direction are the first two SAs on the lower tree, and you can add any of the tackling SAs to the extra/bonus SA slot. You can train blocking later on if you want a STOP that can play both sides (since Strength, Agility, Speed, and Blocking are the STOP Blocking skills). Jumping, vision, confidence, and stamina are the perfect round-out attributes for a STOP and those are the minors on the CB.

The only problem with the JoaT Arch CB is the weight. If you want to force fumbles, I think being bigger makes a huge difference. Also, I think that the height and weight makes them bad blockers compared to other archetypes.

The solution is of course to go with the combo DT or DE.

The Combo DT is missing Monster Hit, First Step, Change Direction, Headhunter, and Wrap-Up tackle, which means those can be added as bonus SAs allowing you to get them without the wasted SP investment you would have in order to get Monster Hit on another arch like the LB or the DE The Combo DT can be built at 280 to 330 lbs, so that is a lot of weight coming down the field.

The Combo DE is missing Headhunter, Wrap Up Tackle, and Big Hit, so you are going to have to make a significant investment in the trees. First Step and Change Direction are slotted 1/2 in to the pass rush tree.

The only reason to go with the HH LB imo is the green/bonus to Monster Hit.
 
Homage
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Originally posted by Time Trial
That's why archetype is so important. People keep using the LB position, but I find that they have too much waste.

The Combo DE, DT, or CB I think are the ultimate positions to build for a FF STOP.

The CB has Strength, Speed, Agility, and Tackling as the majors. First Step and Change Direction are the first two SAs on the lower tree, and you can add any of the tackling SAs to the extra/bonus SA slot. You can train blocking later on if you want a STOP that can play both sides (since Strength, Agility, Speed, and Blocking are the STOP Blocking skills). Jumping, vision, confidence, and stamina are the perfect round-out attributes for a STOP and those are the minors on the CB.

The only problem with the JoaT Arch CB is the weight. If you want to force fumbles, I think being bigger makes a huge difference. Also, I think that the height and weight makes them bad blockers compared to other archetypes.

The solution is of course to go with the combo DT or DE.

The Combo DT is missing Monster Hit, First Step, Change Direction, Headhunter, and Wrap-Up tackle, which means those can be added as bonus SAs allowing you to get them without the wasted SP investment you would have in order to get Monster Hit on another arch like the LB or the DE The Combo DT can be built at 280 to 330 lbs, so that is a lot of weight coming down the field.

The Combo DE is missing Headhunter, Wrap Up Tackle, and Big Hit, so you are going to have to make a significant investment in the trees. First Step and Change Direction are slotted 1/2 in to the pass rush tree.

The only reason to go with the HH LB imo is the green/bonus to Monster Hit.


And the fact you can maximize weight and get bonus to strength/tackling.

Not to mention Diving Tackle in the tree right before MH. I'm also a big fan of the HH LB because they can double in run defense, or goalline schemes without any OOP. You can't do the same with DT or DE STOPs. And with how run heavy the sim is... it makes no sense not to be able to take advantage of your stronger defenders when it calls for it.

Only real downside to HH LB, is lack of FS in the tree (which is easy to mend).

Combo CB for FFum's? They don't weigh enough. Just don't even bother.

Your comment regarding BH is moot. If MH fires, BH can't fire. So it's better to invest in MH and ignore BH entirely. You can fire at an insane rate with HH and proper MH investment.
 
empty3
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halfback doh
 
Time Trial
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Originally posted by Homage
And the fact you can maximize weight and get bonus to strength/tackling.

Not to mention Diving Tackle in the tree right before MH. I'm also a big fan of the HH LB because they can double in run defense, or goalline schemes without any OOP. You can't do the same with DT or DE STOPs. And with how run heavy the sim is... it makes no sense not to be able to take advantage of your stronger defenders when it calls for it.

Only real downside to HH LB, is lack of FS in the tree (which is easy to mend).

Combo CB for FFum's? They don't weigh enough. Just don't even bother.

Your comment regarding BH is moot. If MH fires, BH can't fire. So it's better to invest in MH and ignore BH entirely. You can fire at an insane rate with HH and proper MH investment.


Agility, Strength, Tackling, and Vision are the .5 majors. Speed is a .25 minor. Depending on the order you are building, that means that to maximize the HH LB build you are going to have to make speed a third or fourth attribute, which will mean some ALG losses compared to a combo DE or DT.


The HH LB trees:

1. Snarl, Aura, Diving Tackle, Monster Hit, DG
2. Trash Talk, The Glare, Shed Block, Swat Ball, BS

Missing and can be added:
First Step, Change Direction, Head Hunter, Wrap Up Tackle

I think we can all agree that the LB has the worst SA tree in all of GLB. To make a 10 point investment in Monster Hit, you need to make a 5 point investment in Diving Tackle, a 3 point investment in Aura, and a 2 point investment in Snarl.

You don't have any of the break run block skills that a DL would have and you have to invest in a bunch of skills you don't really want to get the max bonus from Monster Hit. You don't have speed as a major (instead you have vision).

HHLB Height range = 5'10" - 6'6"
HHLB Weight range = 240-270 Lbs

That is under the max weight for a DL.

Why wouldn't you take a DT instead?

CTDT Height range = 6'0" to 6'8"
CTDT Weight range = 280 to 330 Lbs

Major Attributes: Speed, Strength, Tackling, Vision (+.5)
Minor Attributes: Agility, Confidence, Stamina (+.33)

The Glare/Shed Blocks/Swat Ball/Strong Base/Big Sack
Wall/Break Thru/Snarl/Big Hit/D-Line General

Bonus SAs:

Monster Hit, Diving Tackle, Wrap Up Tackle, Headhunter, Change Direction, First Step

Analysis:

Pros:
Agility is a minor instead of a major, but it is a .33 minor compared to the HH LB where speed is a .25 minor.
You can make a taller and heavier dot.
You can make a 10 point investment in Monster Hit without needing to invest in any other SAs.
Has break block SAs.
AEQ rolls are ideal for STOP role.

Cons:
None of the listed Bonus SAs are in the tree. You would need to choose one to three to buy.
If you wanted to use the DT in the D instead of as a two-way STOP, the build is wrong.
 
MileHighShoes
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Honestly, you're chasing too many SA's for a STOP.

First Step isn't terribly important on ST's, and you can get away with no CD because there are no hard cuts like there would be if you're in man coverage and since you're running downhill you also don't really benefit much from CD.
I also wouldn't bother with wrap up tackle SA, just get tackling to the high 90's natural or low 100's, add textbook tackler and the STer VA and >20% mt AEQ and sure tackler VA, and there's no point in spending SP's and bonus tokens adding wrap up tackle to your STOP.

The only SA's that are necessary for a STOP are Monster Hit for the sizable bonus it offers to the FF roll and Head Hunter, for the sizable boost it offers to FF's and Monster Hit. You could make an argument for the diving tackle SA, but it's a luxury.

I'd much prefer to have a dot that Doesn't have monster hit in it's current trees, then just put MH in my bonus SA and purchase the Head Hunter SA with 30 BT's, then there is no unnecessary SA investment and you can save your SP's for boosting strength and tackling higher while still maintaining a good base of speed and agility.
 
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