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Originally posted by Daddy Warbucks
Breaking tackles has a lot to do with velocity (rate of motion), not only strength is a factor; and that's a logical process as well as what's included in the code.

So if you want to break tackles as a WR (which in my opinion is stupid, but to each their own) you want high strength, agility, and speed. On top of that since you're a WR you need catching, vision, and jumping to some decent number. Plus stamina and confidence are important for all players.

Then you have to consider that strength never sees automatic stat raises from level gains so figures like the soft cap are irrelevant except for stat value cutoffs. This means you won't ever get any more value than you pay for from the attribute, unlike 8 others (WRs already have a lot to balance without worrying about strength).

And of course you have SAs. If your policy is that your attributes support your SAs you won't be spending into those until at least level 20, having to raise another attribute will push that number back by a considerable figure.

Not only that, but there are probably better experiments one could do. IE: Gee, what would decent blocking/vision combo do for my running game? If I raise jumping and possession SAs will I catch a higher frequency of balls?

^those things would likely benefit your team more than having the strength to break three tackles a game, if that, and I'm being generous.


TL;DR = Train strength


QFT

Daddy Warbucks has said it all.
 
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