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Sonic
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Originally posted by Whiley
This is my INT CB. 17 INTs last season. http://glb.warriorgeneral.com/game/player.pl?player_id=4645729

I feel 100 natural speed is fine as EQ will do the rest for you so there's no need to go overkill on it like Dave said. The last skill points i get will be going to Stamina and Confidence as the rest of his build is pretty much done. You could argue that you need strength and i do somewhat agree but the David vs Goliath VA helps with that.

The minimum number you'd want in my opinion are -

Speed - 100 - No need to go higher as stated above
Agility - 85
Vision - 88
Catching - Around 75 You dont need it super high
Jumping - 75
Stamina - 60
Confidence - 35-40 I dont think it's massively important


And strength? I'd get confidence to min 40 otherwise DvG and no OTK will reduce the dots effectiveness. % Tackle gear?
 
Sellars
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Jumping is a joke... you don't need more than 48. You get a ton more value from using resources on STR/TKL so he can be somewhat able to tackle. I would however take Catching up to 70-80
Edited by Sellars on Feb 15, 2017 17:29:37
 
Sellars
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Originally posted by Dave Mr Majors
103 is too high for your natural speed. It is killing the rest of your build.

http://glb.warriorgeneral.com/game/player.pl?player_id=4578488


Agree, 100 nat SPD is plenty. Also nice dot man

Edit : After a quick look at my Miami INT dot I see I did in fact take SPD to 103...however 100 is suffice to be sure. Also I didn't get STR up to where I normally like but the point of my previous message was that 1-3 points less of 1 stat to significantly boost a secondary one like STR/TKL can really help round out a dot. http://glb.warriorgeneral.com/game/player.pl?player_id=4618800
Edited by Sellars on Feb 15, 2017 17:36:15
 
reddogrw
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Originally posted by Whiley
This is my INT CB. 17 INTs last season. http://glb.warriorgeneral.com/game/player.pl?player_id=4645729

I feel 100 natural speed is fine as EQ will do the rest for you so there's no need to go overkill on it like Dave said. The last skill points i get will be going to Stamina and Confidence as the rest of his build is pretty much done. You could argue that you need strength and i do somewhat agree but the David vs Goliath VA helps with that.

The minimum number you'd want in my opinion are -

Speed - 100 - No need to go higher as stated above
Agility - 85
Vision - 88
Catching - Around 75 You dont need it super high
Jumping - 75
Stamina - 60
Confidence - 35-40 I dont think it's massively important


17 int in National Pro is ok

http://glb.warriorgeneral.com/game/player.pl?player_id=4626246&playoffs=0

this guy got 16 in National Pro, but only 5 and 4 in WL - only 50-catching, so unless in WL, since National Pro is now crap, it is hard to tell how good a dot is
 
TJ Spikes
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Originally posted by Sellars
Jumping is a joke...


http://glb.warriorgeneral.com/game/replay.pl?game_id=2848137&pbp_id=1349017

http://glb.warriorgeneral.com/game/replay.pl?game_id=2848032&pbp_id=167600

more jumping = more opportunities to get INTs

more jumping can also change a contested INT roll into an uncontested one

http://glb.warriorgeneral.com/game/replay.pl?game_id=2853508&pbp_id=1551151

that doesn't even account for the math factor of jumping

 
Sonic
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Originally posted by Sellars
Jumping is a joke... you don't need more than 48. You get a ton more value from using resources on STR/TKL so he can be somewhat able to tackle. I would however take Catching up to 70-80


Would higher jumping stop some of the receptions allowed that were thrown his way and turn them into PD's instead?
 
Theo Wizzago
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Originally posted by Sonic
Would higher jumping stop some of the receptions allowed that were thrown his way and turn them into PD's instead?


Having built a few of these I can tell you this. Most Speed arch WR's don't put much into jumping and also use the shorter height to grab a bit more speed instead. I agree 'somewhat' with Sellars about jumping... but not quite 100%. First, height matters. The taller your dot the less jumping it'll need. Second, the only time jumping numbers above 60 come into effect (usually) is when your dot is covering 'Possession' arches that have not only built tall, but have put much more into Jumping than most WR's you'll cover usually. For every Possession arch built, I would bet there's 10 Speed arches built. So you kinda don't NEED 70+ jumping to be effective. I usually pushed my jumping into the 50's and that was good enough (using the tall build platform).

To answer your question, Yes. Jumping is a factor in 'deflections' and, also, deflections are a factor in INT's. I found this out by building a PD style coverage LB and every single INT he got he got after he 'deflected' a pass. Since I invested very little into his catching, he didn't have a boatload of INT's but almost every single one he did get came off of 'deflections' (I think 3 deflections were not of his doing).
 
TJ Spikes
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There should really be a primer about how pass coverage works. Here's something I started a few years ago

Originally posted by TJ Spikes
Mar 18, 2013 17:52:35
this is just Q&A stuff that i'm trying to piece into something useful

Originally posted by Bort January 22, 2012

Question~~ What exactly goes into the interception routine? What makes a QB decide to throw a pass that could be intercepted (vision? Morale? Tactical Settings?)? What if anything does the receiver do to make an interception more or less likely (route tactics, vision, agility?)? What does a defender do to make an interception more or less likely (positioning at hike, if so where is best where is worst)? Thinking more here about the set up that brings about an interception check more than the interception check itself, assuming that there is such a set up and its not all one big routine done when a pass is called?
Answer~~ It is fairly complicated as there are lots of situations, but the general gist is (if I'm the cb): - I have to see the ball is coming in the first place (vision check) - I have to get into position near enough the the ball to interact with it (speed/agility etc) - I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?) - If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll) - If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it) - If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him. - If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough. - If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit

Originally posted by Bort July 29, 2011

Question~~ In this cb vs WR roll (step 4), does Jumping always come into play for the WR like it does for the cb (step 2/3)? or Is WR jumping only for "special" catches like high throws or diving catches? Has the above information been changed or updated since it was posted? Can you elaborate on the WR vs cb roll at all? At the very least, is it logical given real life pass interference rules, or do players actually fight for the ball?
Answer~~ The interaction is still the same. It's pretty much that whoever has the highest "get the ball" roll gets to act first. This includes your vision, jumping, catching, strength attributes, and catch/swat SA's/VAs/pcts. Jumping improves the WR catch roll for all catches, but much more so for jumping/diving catches.

Originally posted by Bort January 22, 2012

Question~~ When catching the ball in traffic as an offensive receiver, how are these three attributes weighted in relation to each other? Strength, Agility, jumping
Answer~~ jumping > Agility > Strength


Originally posted by Bort September 8, 2012

Question~~ Do QBs aim their passes vertically? (high or low) And if so, do they take into account the height, jumping ability, positioning and SAs like jump catch and diving catch on the receiver and defender when aiming the pass?
Answer~~ They will aim high if need be (defender in the way or the WR can't reach the ball otherwise or something). Low aim is never on purpose. In general they aim for the letters though.

Originally posted by Bort March 23, 2012

Question~~ Is there, for lack of a better phrasing, a "jumping threshold" with the deflect roll?
Answer~~ Yes, all players have a max jumping height, which is dependent on the player's height and jumping skill. If he can't reach the ball, he can't interact with it.

 
TJ Spikes
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So every contested catch is a 2 roll process

The first roll is to see who gets to "go first"

IF THE WR WINS

#1a and catches it... that's it. The CB then can attempt a tackle roll (if he has the tackle radius to be close enough) and might get a KL chance.

#1b and doesn't catch it... the the CB can make a Catching roll (if he has the Catching radius to be close enough) to try and get the INT. If he misses that roll, then it's an incomplete pass

=

IF THE CB WINS

#2a and intercepts it... that's it. He usually falls down, which gives the WR a chance to tackle.

#2b and doesn't intercept it.... he gets a deflection chance (a) to see if he can knock the ball out of the WR's catching radius (b) which adds a penalty to the chance the WR has to catch the ball

#2c and doesn't intercept and doesn't deflect... the WR makes a catching roll, with a penalty based on how tight the coverage is (closer cover = harder roll)

===

The CB can always try to make an INT if the ball isn't caught

The WR can always try to catch the ball if it isn't intercepted, and the ball isn't knocked out of his catching radius

=========
=========
=========

That's for a contested roll. There's also uncontested rolls where the CB makes the INT in space, or the WR gets so open that the CB doesn't have a chance to interact, the WR usually "says" I'M OPEN
Edited by TJ Spikes on Feb 16, 2017 08:33:48
Edited by TJ Spikes on Feb 16, 2017 08:33:22
Edited by TJ Spikes on Feb 16, 2017 08:29:50
Edited by TJ Spikes on Feb 16, 2017 08:27:56
 
reddogrw
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Originally posted by Theo Wizzago
Originally posted by Sonic

Would higher jumping stop some of the receptions allowed that were thrown his way and turn them into PD's instead?


Having built a few of these I can tell you this. Most Speed arch WR's don't put much into jumping and also use the shorter height to grab a bit more speed instead. I agree 'somewhat' with Sellars about jumping... but not quite 100%. First, height matters. The taller your dot the less jumping it'll need. Second, the only time jumping numbers above 60 come into effect (usually) is when your dot is covering 'Possession' arches that have not only built tall, but have put much more into Jumping than most WR's you'll cover usually. For every Possession arch built, I would bet there's 10 Speed arches built. So you kinda don't NEED 70+ jumping to be effective. I usually pushed my jumping into the 50's and that was good enough (using the tall build platform).

To answer your question, Yes. Jumping is a factor in 'deflections' and, also, deflections are a factor in INT's. I found this out by building a PD style coverage LB and every single INT he got he got after he 'deflected' a pass. Since I invested very little into his catching, he didn't have a boatload of INT's but almost every single one he did get came off of 'deflections' (I think 3 deflections were not of his doing).



I see a ton of 6'2" WR with the speed arch

2 of 3 on our WL team are 6'2"
Edited by reddogrw on Feb 16, 2017 18:42:01
 
buckets99
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Originally posted by TJ Spikes
There should really be a primer about how pass coverage works. Here's something I started a few years ago

Originally posted by TJ Spikes

Mar 18, 2013 17:52:35
this is just Q&A stuff that i'm trying to piece into something useful

Originally posted by Bort January 22, 2012


Question~~ What exactly goes into the interception routine? What makes a QB decide to throw a pass that could be intercepted (vision? Morale? Tactical Settings?)? What if anything does the receiver do to make an interception more or less likely (route tactics, vision, agility?)? What does a defender do to make an interception more or less likely (positioning at hike, if so where is best where is worst)? Thinking more here about the set up that brings about an interception check more than the interception check itself, assuming that there is such a set up and its not all one big routine done when a pass is called?
Answer~~ It is fairly complicated as there are lots of situations, but the general gist is (if I'm the cb): - I have to see the ball is coming in the first place (vision check) - I have to get into position near enough the the ball to interact with it (speed/agility etc) - I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?) - If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll) - If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it) - If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him. - If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough. - If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit

Originally posted by Bort July 29, 2011


Question~~ In this cb vs WR roll (step 4), does Jumping always come into play for the WR like it does for the cb (step 2/3)? or Is WR jumping only for "special" catches like high throws or diving catches? Has the above information been changed or updated since it was posted? Can you elaborate on the WR vs cb roll at all? At the very least, is it logical given real life pass interference rules, or do players actually fight for the ball?
Answer~~ The interaction is still the same. It's pretty much that whoever has the highest "get the ball" roll gets to act first. This includes your vision, jumping, catching, strength attributes, and catch/swat SA's/VAs/pcts. Jumping improves the WR catch roll for all catches, but much more so for jumping/diving catches.

Originally posted by Bort January 22, 2012


Question~~ When catching the ball in traffic as an offensive receiver, how are these three attributes weighted in relation to each other? Strength, Agility, jumping
Answer~~ jumping > Agility > Strength


Originally posted by Bort September 8, 2012


Question~~ Do QBs aim their passes vertically? (high or low) And if so, do they take into account the height, jumping ability, positioning and SAs like jump catch and diving catch on the receiver and defender when aiming the pass?
Answer~~ They will aim high if need be (defender in the way or the WR can't reach the ball otherwise or something). Low aim is never on purpose. In general they aim for the letters though.

Originally posted by Bort March 23, 2012


Question~~ Is there, for lack of a better phrasing, a "jumping threshold" with the deflect roll?
Answer~~ Yes, all players have a max jumping height, which is dependent on the player's height and jumping skill. If he can't reach the ball, he can't interact with it.



what if someone else edits the code now but doesn't care to update the users? a bit more sophisticated like a skyrim type game?
 
buckets99
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Originally posted by reddogrw

I see a ton of 6'2" WR with the speed arch

2 of 3 on our WL team are 6'2"


if they had more stamina they would get double the targets they get now.
 
reddogrw
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Originally posted by buckets99
Originally posted by reddogrw


I see a ton of 6'2" WR with the speed arch

2 of 3 on our WL team are 6'2"


if they had more stamina they would get double the targets they get now.


just stop posting
 
Theo Wizzago
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Originally posted by reddogrw

I see a ton of 6'2" WR with the speed arch

2 of 3 on our WL team are 6'2"


Cool.
 
Sellars
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Originally posted by TJ Spikes
http://glb.warriorgeneral.com/game/replay.pl?game_id=2848137&pbp_id=1349017

http://glb.warriorgeneral.com/game/replay.pl?game_id=2848032&pbp_id=167600

more jumping = more opportunities to get INTs

more jumping can also change a contested INT roll into an uncontested one

http://glb.warriorgeneral.com/game/replay.pl?game_id=2853508&pbp_id=1551151

that doesn't even account for the math factor of jumping



Those replays are standard INT's...
Edited by Sellars on Feb 18, 2017 16:36:40
 
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