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jacky741
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Hi I'm new to this game and I wanted to make a Hard Hitter Line Backer. Which stats should I be focusing? http://goallineblitz.com/game/player.pl?player_id=4370510 ; I'm looking to be a speedy strength LB. how should I build it?
Edited by jacky741 on Nov 2, 2012 12:35:55
 
InRomoWeTrust
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Originally posted by InRomoWeTrust

A few tidbits that might help from me:

The biggest four things to understand in GLB are:

a) As attributes rise, it costs more skill points to raise them 1.
- These are what people call "softcaps" or "caps". If someone says "take it to the next cap", they mean to spend your skill points until it costs an additional 1 SP then it did before to raise the attribute 1. The first cap occurs at 48.06.

b) Maximize your training
- At lower values, training percentages are higher. As the attribute raises, it becomes less and less efficient to train that attribute UNTIL you cross the cap (with the skill now costing 2 (or whatever) skill points to raise it one, your training is now effectively worth DOUBLE (or more)).
- In general, efficient builders will spend their skill points when training has become less worthwhile.

c) Maximize your ALGs (automatic level gains)
- Each level up, your player gets points towards his majors (yellow stars) and minors (blue stars).
- By raising your most important attribute first to a high cap (think raw (no EQ) ~81 or ~83 value) and then utilizing multi-training to keep training it after you are done placing SPs in it, you can get that attribute to over 100 natural. When you add in +55 or +58 from equipment, that attribute is now creeping towards 160 in value.

d) Focus on raising your most important 3 or 4 attributes as high as you can.
- It's no secret, in GLB there are attributes that are simply necessities. Figure out what 3 or 4 attributes are goign to be crucial for your player and maximize their value. If you are building an offensive linemen, you want to raise strength, blocking, and agility all to 90+ in raw (no EQ) value.
- You can screw up a build elsewhere, but as long as you have your most important 3 or 4 attributes raised to high values and didn't royally do something stupid, you'll be ok and be productive.


Originally posted by InRomoWeTrust
No, because it all depends on what you want to do with the build. There's no set "this than this than this". Also, just because an attribute is a 'major' does not mean it is necessarily a top attribute for that position. A 'major' just reflects automatic level gains, and tbh many were created with balancing in mind. When archetypes were created, it wasn't just a matter of selecting the most important attributes. Every archetype had to have value or users would all congregate to the same ones.

I do have a very subjective guide that's not all that outdated that may be of help. I'll throw it in this post. I never really finished it in terms of perfection and it's not meant to be a ranking order. Sometimes just happened that way by virtue of my thought process.

Originally posted by InRomoWeTrust

Quarterback

Pocket Passer - Throwing, Vision, Confidence, Strength
Must-have AEQ - +% Pass Quality, +% Pass Distance

Deep Passer - Throwing, Vision, Strength, Confidence
Must-have AEQ - +% Pass Quality, +% Pass Distance

Scrambler (for intended rushing) - Agility, Speed, Carrying
Must-have AEQ - +% Fake and/or +% Break Tackle

Scrambler (for intended hybrid) - Throwing, Vision, Agility, Speed
Must-have AEQ - Consider have two sets of EQ (one for gameplans highlighting passing, the other for gameplans that are mostly rushing). Focus AEQ in one specialization (rushing or passing).

Halfback

Power - Strength, Carrying, Agility, Speed
Must-have AEQ - +% Break Tackle

Elusive - Speed, Agility, Carrying
Must-have AEQ - +% Fake

Scat Back - Speed, Agility, Carrying, Catching
Must-have AEQ - +% Fake, +% Catch Ball

Combo - Highly suggest not using. The combo archetype uses 5 majors as opposed to 4. This loss of ALGs is much worse than dealing with a penalized SA. Using this archetype requires a very specific objective that the other archetypes cannot accomplish.

Fullback

Running - Strength, Carrying, Agility, Speed
Must-have AEQ - +% Break Tackle

Blocking - Strength, Blocking, Agility, Speed
Must-have AEQ - +% Hold Block

Scat Back - Speed, Agility, Catching, Carrying
Must-have AEQ - +% Catch Ball, +% Fake

Combo - Highly suggest not using. The combo archetype uses 5 majors as opposed to 4. This loss of ALGs is much worse than dealing with a penalized SA. Using this archetype requires a very specific objective that the other archetypes cannot accomplish.

Wide Receiver

Speedster - Speed, Agility, Catching
Must-have AEQ - +% Catch Ball, +% Fake (assuming investment into Head Fake, Juke, and/or Catch Fake SAs)

Possession - Catching, Jumping, Agility, Speed
Must-have AEQ - +% Catch Ball

Power - Catching, Strength, Agility, Carrying, Speed
Must-have AEQ - +% Catch Ball, +% Break Tackle

Tight End

Blocker - Strength, Blocking, Agility, Speed
Must-have AEQ - +% Hold Block

Receiver - Speed, Agility, Catching
Must-have AEQ - +% Catch Ball, +% Fake (assuming investment into Head Fake, Juke, and/or Catch Fake SAs)

Combo - Strength, Blocking, Agility, Catching, Speed
Must-have AEQ - +% Catch Ball, +% Hold Block

Offensive Line

Pass Blocking - Blocking, Agility, Strength
Must-have AEQ - +% Hold Block

Run Blocking - Strength, Blocking, Agility
Must-have AEQ - +% Hold Block
Originally posted by InRomoWeTrust

Defensive Line

Strength DL - Strength, Agility, Tackling, Speed
Must-have AEQ - +% Break Block, +% Make Tackle

Speed DL - Agility Speed, Tackling, Strength
Must-have AEQ - +% Break Block, +% Make Tackle

Combo DL - Strength, Speed, Tackling, Agility
Must-have AEQ - +% Break Block, +% Make Tackle

Linebacker

Coverage - Speed, Agility, Vision, Jumping
Must-have AEQ - +% Make Tackle, +% Deflect Ball, +% Avoid Fake

Blitzing - Speed, Agility, Strength, Tackling
Must-have AEQ - +% Break Block, +% Force Fumble, +% Make Tackle

Hard Hitting - Strength, Tackling, Agility, Speed, Vision
Must-have AEQ - +% Make Tackle, +% Force Fumble

Combo - Highly suggest not using. The combo archetype uses 5 majors as opposed to 4. This loss of ALGs is much worse than dealing with a penalized SA. Using this archetype requires a very specific objective that the other archetypes cannot accomplish.

Secondary

Man Specialist - Speed, Agility, Vision, Jumping
Must-have AEQ - +% Make Tackle, +% Deflect Ball, +% Avoid Fake

Zone Specialist - Speed, Agility, Vision, Tackling, Jumping
Must-have AEQ - +% Make Tackle, +% Deflect Ball, +% Avoid Fake

Hard Hitter - Speed, Strength, Tackling, Vision, Agility
Must-have AEQ - +% Make Tackle, +% Force Fumble, +% Deflect Ball

Combo - Speed, Agility, Strength, Tackling, Vision
Must-have AEQ - +% Make Tackle, +% Force Fumble, +% Deflect Ball

Special Teams

Boomer (kicker) - Kicking, Strength, Confidence, Vision
Must-have AEQ - Kicking SAs

Technician (kicker) - Kicking, Vision, Confidence, Strength
Must-have AEQ - Kicking SAs

Boomer (punter) - Punting, Strength, Confidence, Vision
Must-have AEQ - Punting SAs

Technician (punter) - Punting, Vision, Confidence, Strength
Must-have AEQ - Punting SAs

Special Teams Only Player (STOP) - Highly suggest not using. The ST'er archetype uses 5 majors as opposed to 4. This loss of ALGs is much worse than dealing with no ALGs on a particular attribute. If choosing to build a ST'er, utilize a 4 major position. Using this archetype requires a very specific objective that the other archetypes cannot accomplish.

Returner - Highly suggest not using. The returner archetype uses 5 majors as opposed to 4. If choosing to build a returner, utilize a 4 major position (HB). Using this archetype requires a very specific objective that the other archetypes cannot accomplish.
Originally posted by InRomoWeTrust

After choosing a position, selecting an archetype can be difficult. Choose an archetype that will provide majors (and correspondingly ALGs) that reflect attributes in which you would like to raise to high marks.

Always remember that every archetype and "role" in GLB generally requires 3 to 5 attributes being brought to high marks. These attributes require significant focus and the user should always try to take the "most important" attribute to marks of, at minimum, 95+ raw (no EQ) or above.

The following listing is a subjective opinion on which attributes should be your main focus with each archetype. Also included are AEQ pieces that are highly suggested. Please note that suggested AEQ are recommended to be stacked (two/three pieces) when the roll reflects a primary action for the position (e.g. o-line and hold block or d-line and break block).


Edited by InRomoWeTrust on Nov 2, 2012 12:48:16
 
InRomoWeTrust
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Welcome to GLB.

Just a few things outside of the simpleton stuff I posted above.

1) Read. Ask questions. The best way to succeed in GLB is to continually learn. Even 30+ seasons in, we all continue to learn and improve our build strategies.

2) Don't build with immediate goals in mind. Think long-term. Think about the build when it hits plateau at age 281 (it'll stay in plateau for 200 days). If you watch replays and say "hey my guy is pretty slow, I think I'll add a few points to speed now" you've likely got the wrong strategy.

3) This guide is a bit outdated but will give you a good explanation on starting your build: http://goallineblitz.com/game/forum_thread.pl?thread_id=3266213

4) Enjoy the forum. The forum discussions are honestly part of the fun aspect of GLB. Forum like 'General Discussion', 'Trash Talk', 'Free for All', etc. can be pretty fun once your settled. Training and watching replays only takes a moment of your time, so enjoy the forum.
Edited by InRomoWeTrust on Nov 2, 2012 12:47:01
 
slashxtreme
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tldr;
 


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