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Anyone have an opinion on Fearsome + Helmet Crash VA's for a high Str. MLB?

Seems these would be perfect for a 3-4 scheme.
 
kentrol72
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Fearsome
Quarterbacks are scared just by this player lining up across from them. Each level of Fearsome gives a +2% chance to cause the QB to feel hurry pressure when this player is blitzing from a LB, SS, or FS position, no matter how close he is.

looks like it would be useful and it might be Bort's way of fixing the incredible accuracy of QBs in extreme pressure throughout the game.


Helmet Crash
Ouch! When this player tackles someone with lower strength, each level of Helmet Crash gives a +2% chance to reduce his opponent's morale and energy by -3, in addition to the normal decrease from being tackled.

How likely now-a-days are you going to find a rusher with less strength then a LB. Might be useful for CBs or SSs against a WR though.

I'm giving serious thought to this one:

Ball Hawk
This player has a nose for tipped passes. Each level of Ball Hawk gives a +1% bonus to speed, agility, jumping, and catching from the moment a pass has been deflected until it is caught or dropped. Applies on both defense and offense.
Prerequisites: 40 jumping

This would be great for coverage LBs
Last edited Feb 16, 2009 21:55:10
 
drakeborn
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Originally posted by kentrol72
Fearsome
Quarterbacks are scared just by this player lining up across from them. Each level of Fearsome gives a +2% chance to cause the QB to feel hurry pressure when this player is blitzing from a LB, SS, or FS position, no matter how close he is.

looks like it would be useful and it might be Bort's way of fixing the incredible accuracy of QBs in extreme pressure throughout the game.


I worry that increased hurries from early in the pass rush will result in reduced sacks.

 
TehKyou
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Originally posted by drakeborn
Originally posted by kentrol72

Fearsome
Quarterbacks are scared just by this player lining up across from them. Each level of Fearsome gives a +2% chance to cause the QB to feel hurry pressure when this player is blitzing from a LB, SS, or FS position, no matter how close he is.

looks like it would be useful and it might be Bort's way of fixing the incredible accuracy of QBs in extreme pressure throughout the game.


I worry that increased hurries from early in the pass rush will result in reduced sacks.



Well, while this may or may not be true. With the new WR vision checks required to catch the ball, and the QB's ability to lead the WR. Hurried throws might actually be worth something this season as opposed to not mattering too much before.
 
Kellysmash
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Originally posted by kentrol72
Fearsome
Quarterbacks are scared just by this player lining up across from them. Each level of Fearsome gives a +2% chance to cause the QB to feel hurry pressure when this player is blitzing from a LB, SS, or FS position, no matter how close he is.

looks like it would be useful and it might be Bort's way of fixing the incredible accuracy of QBs in extreme pressure throughout the game.


Helmet Crash
Ouch! When this player tackles someone with lower strength, each level of Helmet Crash gives a +2% chance to reduce his opponent's morale and energy by -3, in addition to the normal decrease from being tackled.

How likely now-a-days are you going to find a rusher with less strength then a LB. Might be useful for CBs or SSs against a WR though.

I'm giving serious thought to this one:

Ball Hawk
This player has a nose for tipped passes. Each level of Ball Hawk gives a +1% bonus to speed, agility, jumping, and catching from the moment a pass has been deflected until it is caught or dropped. Applies on both defense and offense.
Prerequisites: 40 jumping

This would be great for coverage LBs


I don't like any of those an LB...
Fearsome: doesn't explain much, the QB feels hurried... what does that mean to the sim?
Helmet Crush: The best of the 3 mentioned, sounds like u really can demoralize a player w/ these... but most LB builds are weaker than thier RB and TE counter-parts.
Ball Hawk: so for a sec that a ball is tipped you have a 1% increase... pass
 
kentrol72
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Originally posted by TehKyou
Originally posted by drakeborn

Originally posted by kentrol72


Fearsome
Quarterbacks are scared just by this player lining up across from them. Each level of Fearsome gives a +2% chance to cause the QB to feel hurry pressure when this player is blitzing from a LB, SS, or FS position, no matter how close he is.

looks like it would be useful and it might be Bort's way of fixing the incredible accuracy of QBs in extreme pressure throughout the game.


I worry that increased hurries from early in the pass rush will result in reduced sacks.



Well, while this may or may not be true. With the new WR vision checks required to catch the ball, and the QB's ability to lead the WR. Hurried throws might actually be worth something this season as opposed to not mattering too much before.


There's been a change in WR vision and QB's leading? That sounds promising in itself
Last edited Feb 17, 2009 19:38:38
 
drakeborn
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Originally posted by Kellysmash

Fearsome: doesn't explain much, the QB feels hurried... what does that mean to the sim?


According to Bort, a hurry reduces Pass Quality (modified by the QB's confidence). Low quality passes are supposedly more likely to be off-target and are harder to catch.

 
TehKyou
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Originally posted by kentrol72
Originally posted by TehKyou

Originally posted by drakeborn


Originally posted by kentrol72



Fearsome
Quarterbacks are scared just by this player lining up across from them. Each level of Fearsome gives a +2% chance to cause the QB to feel hurry pressure when this player is blitzing from a LB, SS, or FS position, no matter how close he is.

looks like it would be useful and it might be Bort's way of fixing the incredible accuracy of QBs in extreme pressure throughout the game.


I worry that increased hurries from early in the pass rush will result in reduced sacks.



Well, while this may or may not be true. With the new WR vision checks required to catch the ball, and the QB's ability to lead the WR. Hurried throws might actually be worth something this season as opposed to not mattering too much before.


There's been a change in WR vision and QB's leading? That sounds promising in itself


It's in the changelog (future projects), it was supposed to happen this season...
 
HerrWuff
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So what's your opinion on:

David vs Goliath
The bigger they are... Each level of David vs Goliath gives a 1% bonus on to tackling a player who is heavier or stronger

1% is a bit low imo
Than again tackling chance is always pretty high - even against strong powerbacks
So if you have a 90% chance to make a tackle, 10 points into David vs Goliath will make it a 99% chance

Last edited Feb 19, 2009 06:43:01
 
jeffhuff
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Is power tackler new?
 


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