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Forum > Position Talk > WR Club > Fake WR -- Attribute Ranking
Oofty
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Rank the abilities from 1-9, with 9 being most important and 1 being least important for a Fake WR (ie lots of Fake %+, Spin, Juke, Head Fake, etc.):
Speed
Agility
Vision
Catching
Jumping
Carrying
Strength
Stamina
Confidence
 
juz
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most who have ventured down the path of a fake based WR, have regretted it
 
tautology
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Currently:
Speed 1
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v
Faking stuff 9
 
bdogg13
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This is very interesting. I am currently trying to do anything I can to get spin to even activate on my WR. I was thinking of adding BT% to see what happens but maybe not.
 
WiSeIVIaN
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Originally posted by tautology

Currently:
Speed 1
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v
Faking stuff 9


i lol'd. qft though.
 
WiSeIVIaN
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Originally posted by bdogg13
This is very interesting. I am currently trying to do anything I can to get spin to even activate on my WR. I was thinking of adding BT% to see what happens but maybe not.


Post build and we can talk about it?

spin isn't a fake of course.
 
powski
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which of the following do you think would help Spin fire more:

adding VA Slippery(15)
or bumping up one of the following
Agi 84 to 88
Str 58 to 62
Car 61 to 64
 
whatje
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slippery

upping str/carry would help too. agility will make like no difference.
 
powski
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That's what I'd guess.

The Spin description is a little confusing to me as it mentions it not being effective
with low agility (implying it's more effective with high), and talks about avoiding
tackles instead of breaking them.
 
Worker 3
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avoiding tackles = breaking tackles in GLB. look at the description of return specialist. it says it gives a bonus to avoiding tackles, and bort has confirmed that by avoiding he means a bonus to breaking tackles. so if the same terminology is used for spin (which it is), then its a pretty safe bet that spin is a broken tackle (which again, has been confirmed by bort)

as for the agility bit in the description, yes, the higher your agility, the better spin is going to be. whether agility comes into play via the fire rate or the success rate, i dont know for sure... although i would be inclined to say fire rate.
 
WiSeIVIaN
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Originally posted by powski

which of the following do you think would help Spin fire more:

adding VA Slippery(15)
or bumping up one of the following
Agi 84 to 88
Str 58 to 62
Car 61 to 64


str or car is more likely to see spin successfully break tacles on the pbp.
 
ryan m
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Originally posted by WiSeIVIaN
str or car is more likely to see spin successfully break tacles on the pbp.


Getting spin to ACTIVATE is different from it working. you can spin and still be tackled.. but just to make it fire more often would be agility.. for it to work (spin AND not be tackled) would take some strength, carrying.

Originally posted by Worker 3

as for the agility bit in the description, yes, the higher your agility, the better spin is going to be. whether agility comes into play via the fire rate or the success rate, i dont know for sure... although i would be inclined to say fire rate.


yes.
Fire rate = agility
Success rate = Agility + Strength + Carrying
Edited by ryan m on Sep 23, 2010 20:51:37
 
whatje
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Originally posted by powski
That's what I'd guess.

The Spin description is a little confusing to me as it mentions it not being effective
with low agility (implying it's more effective with high), and talks about avoiding
tackles instead of breaking them.


i don't mean that agility doesn't help...if you're not at 75+ agility its probably too low to see much effectiveness from spin....but at 84 you're fine and can ignore it.
 


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