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has anyone tested Gang Tackle in a LB core type of situation? Im guessing in order to make it effective, it would take 3-4 players to have it. Im also guessing DTs and DEs could use it if there are a couple others with it.

i'd love to see that be capable of some abusive use if enough have it. I was thinking of comboing that and Rip The Ball and Death Grip to great effect. But i'm also lazy enough to not try to find out for myself if it is worth it.

lol, i posted GAMG tackle.
Edited by The Fromunda Cheeseheads on Jul 29, 2010 21:14:14
Edited by The Fromunda Cheeseheads on Jul 29, 2010 21:12:23
 
Fumanchuchu
fonky
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I could see maybe using it on a guy who's all cracked out on FF% who wants to go power tackling without missing a bunch of tackles, but it seems between DvG, Sure Tackler, Mt% and Diving Tackle, it would be a little redundant.
 
Fumanchuchu
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And I mostly clicked here to give you crap about gamg cuz I've never used gang tackle.
 
southsux926
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sounds worthless to me.
 
MileHighShoes
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I'm using it on my HH MLB.

I'm hoping that it provides a boost to the tackle quality roll and will give my MLB a boost to FF rolls on interior runs.

I'm going nuts with this build. Softcapped tackling at 49 at level 1. (training tackling to 50)
Hoping to hit the second cap at level 4
dumping all BT's into purchasing SP's.
Goal is to hit 77 tackling at lvl 12, and then go for 81 tackling (by level 15), at which point i will train to roll it over to 82.
Then taking STR to 77.

Will be slow as shit for a long while, but gonna get two ff% pieces, and a DLG piece, taking Gang tackle to 7 and monster hit to 8 with +1 from CEQ.
 
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fu, thats what i had in mind, making lots of tackles AND getting some Ffums, but i think it could be done without some of the redundant stuff so you could have a more rounded or versatile player. i think an IL or LO could do it.

im mostly curious to see if it has been tested at all, at least in a serious way. it is new to the game and most teams are just sticking to old hat game ideologies and not trying really hard to see if any of the new stuff is really worth it. 'sounds worthless' is fine, but 'is found to be worthless' with some info to back it up would be better. i dont have the money to try a team experiment or a defensive core experiment to see if it is worthwhile, so that is why i was asking. i would love to see these changes be capable of redefining some established methods of success in GLB. status quo is boring as hell.
 
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Originally posted by MileHighShoes
I'm using it on my HH MLB.

I'm hoping that it provides a boost to the tackle quality roll and will give my MLB a boost to FF rolls on interior runs.

I'm going nuts with this build. Softcapped tackling at 49 at level 1. (training tackling to 50)
Hoping to hit the second cap at level 4
dumping all BT's into purchasing SP's.
Goal is to hit 77 tackling at lvl 12, and then go for 81 tackling (by level 15), at which point i will train to roll it over to 82.
Then taking STR to 77.

Will be slow as shit for a long while, but gonna get two ff% pieces, and a DLG piece, taking Gang tackle to 7 and monster hit to 8 with +1 from CEQ.


ive got it on my freebie player from 2 seasons ago. he is only lvl 25, but maybe will get to be on a team that also has some gang tackle players. he is going more for the LO spot. its an experiment, but im curious to see where it could go. it kind of sucks to wait 7 seasons to see if it will be worthwhile down the road.
Edited by The Fromunda Cheeseheads on Aug 2, 2010 11:24:00
 
MileHighShoes
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The other defenders don't have to have gang tackle for you to get the bonus.
It's just a bonus to your dots tackle quality roll when other dots are nearby.
 
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Originally posted by MileHighShoes
The other defenders don't have to have gang tackle for you to get the bonus.
It's just a bonus to your dots tackle quality roll when other dots are nearby.


yeah, i know, but i figure it others have it they also get a bonus from the rest of us being near and it becomes a cloud of benefit for the whole core.
 


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