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shepsterbird
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What if I said none of the above?
Granted looking at 2 cb's and wondering why 1 gets INT's the other does not.
The 1 that does not has the higher abilities.
 
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Originally posted by shepsterbird
What if I said none of the above?
Granted looking at 2 cb's and wondering why 1 gets INT's the other does not.
The 1 that does not has the higher abilities.


Yes, but Special Abilities, equipment, tactics, team, competition, etc play a big part in the build's results.
 
shepsterbird
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In all 1 aeq on those 2 cbs has avoid fake%

True that,if your player isn't played it wont matter how well built.
And its the best answer i see.

Thank you Larry.
 
Theo Wizzago
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Originally posted by Sonic
I find that you can have 50-60 jumping with ~150 speed but need to have agility and catching 90+. Though the WR seems to do alright, it's getting the SA's and % gear that boosts the player. That's were a dot with an edge can stretch the play but find a balance with that edge is a nice trick


That sounds like you're building a Possession WR that can barely block on outside runs. Not saying that's bad just saying it is likely a waste of time. (IMO). Consider that, when it comes to any Receiver, it is either able to outrun (and avoid) it's tacklers and use Speed to get open OR.... it's simply not fast enough to do that so it's going to be a 'possession-style' WR no matter what. Say you have a WR with around 175 speed (fully equipped)... and a WR that has a speed of 150... and one that has a speed of 135. The 135 speed WR and the 150 speed WR are basically the same. Neither has enough speed to outrun their pursuit/coverage so they're going to HAVE to rely on high catching skill and Jumping ability along with SA's and VA's to help them complete the catch (and, yes, high carrying and strength to avoid KL's). In a way it's much easier to build a pure Speed WR than a possession or, even harder, a dual purpose WR. Here's a look at the one I'm currently building;

(Lv. 73 WR)
Ht/Wt: 6'6", 220lbs

Experience, Skill Points, and Cash
Money: $0
Daily Salary: $3000
Skill Points: 9
Training Points: 0
Bonus Tokens: 30
Veteran Points: 0
Next Level: 25/1000

Attributes
Physical Attributes
Strength: 61.36
Speed: 142.16 (+45)
Agility: 84.36
Jumping: 50
Stamina: 49.16
Vision: 54.36
Confidence: 31.16

Football Skills
Blocking: 53 (+3)
Catching: 83.36
Tackling: 8
Throwing: 8
Carrying: 74.36
Kicking: 8
Punting: 8

Special Abilities
Possession Receiver Abilities
Route Running: 1
Sticky Hands: 5
Jumping Catch: 1
Diving Catch: 1
One Handed Catch: 1

Speedster Abilities
First Step: 0
Quick Cut: 0
Head Fake: 0
Spin: 0
Juke: 0

Additional Abilities
Run Block: 1
Veteran Abilities
Downfield Blocker: 15
Mr. Reliable: 8
Possession Receiver: 15
Outside Blocker: 15
Sure Hands: 15

Current Bonuses/Penalties
Hold block chance: +20%
Catch ball chance: +12%

It's not the best one I've built. I pushed speed a bit too much (should've stopped sooner so I ended up at 90 natural [135 equipped] or I should've done my AEQ differently on the skills and put bonuses elsewhere like more strength or blocking ect, ect, ect.) Still, it blocks very well on outside rushing plays (and ST's) and it makes catches in heavy coverage (no bonus yardage but a catch is a catch)... which is exactly what I built it to do. This kind of build is pure team concept because it will never sniff the HOF... it simply can't generate enough of the glitter-stats that WR's need to get consideration. Now... if the HOF counted blocking stats equal to receiving stats then I'd have a shot.
 
Theo Wizzago
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Originally posted by shepsterbird
What if I said none of the above?
Granted looking at 2 cb's and wondering why 1 gets INT's the other does not.
The 1 that does not has the higher abilities.


Originally posted by Larry Roadgrader
Yes, but Special Abilities, equipment, tactics, team, competition, etc play a big part in the build's results.


Absolutely this ^^^ but I can also add that when I use to watch a LOT of replays doing scouting for a few teams way back in the day, one thing I noticed was that a vast majority of the INT's happen either off of a bad pass (causes mostly by a hurried QB)... or a 'tipped/deflected' pass. So then I started trying to build INT dots by actually concentrating more on 'PD' skills than pure INT skills... and it helped. Not only were my DB's better at stopping the completion (the #1 goal for any DB dot) but they got more INT's even with a bit LESS Catching skill than my earlier tries where I didn't push jumping as much nor go after 'deflection' based SA's and VA's and instead concentrated on simply 'catching the pass' (or intercepting the pass as it is). Now I try to go after the PD almost exclusively and, if I get an INT from that then it's a bonus. I still put points into Catching but it's a lower priority skill anymore. And my Coverage LB has really killed it because of that approach. It's easily one of the best I've built and I think the stats bear that out.
Career Stats (without playoff stats added); 144 games /// 368 Targets /// 98 PD's /// 3 KL's /// 11 INT's ///
Add in the playoffs and you get +6 more PD's on 38 more Targets along with one more KL and INT. Not bad all things considered.
 
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