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redskingm
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Hello I have just joined Blitz and created a LB. Unfortunately I did not discover the forums until just a few minuites ago.and I already spent what startup cash and training points that I started with. Here is what I have so far.

Attributes

Strength 12.67
Speed 11.33 (=1 EQ)
Agility 9.33
Jumping 10.67
Vision 19.67 (+2 EQ) (+32% to next level)
Confidence 11
Tackling 16.67 (+1 EQ)

Specail Abilities

Snarl 1
Aura of intimidation 2
Diving Tackle 2
Monster Hit 4
General Defense 0

Trash Talk 1
The Glare 1
Shed Block 2

SO I focused on Vision and Tackling the most hoping a higher skill would help me earn a starting spot. I also accepted a spot on the KC Longhorns CPU team The defense has 5 LB including myself I am the lowest level and the main page does not have me as a starter but if I read the depth chart correctly I am at the top of it at LB (?) All the LBs on roster are level 2 (except myself who is a level one and an effective level 0? what is that by the way? )

So how badly did I screw up and what should I do from here to build a good LB

Thanks
 
redskingm
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Correction I spent a little time talking with Rage Kinard and after following his advice I retired the player listed above and built this instead

Strength 12
Speed 12 (+4 to EQ)
Agility 27
Jumping 8
Stamina 10
Vision 8
Confidence 10
Tackling 14

I have 15 left ove skill points I am to hoarde and I intense trained Tacking/Agility

I am still looking for good startup advice to continue from here on out while I learn the ropes of the game.

Thanks
 
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good start. build the type of player you like. fast, quick, hard hitting, whatever you are into, you can lean that way as long as you build to caps.
 
MileHighShoes
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Keep training AGI, or whichever skill you want to cap first until you have enough SP's to take it to the softcap
softcap - SP level at which increasing an attribute by 1 now costs 2 SP's
48.06

Once you can cap it, dump SP's up to the cap and begin your next training combo (probably tackling and Speed).

When building your player think end game build. You want to dump SP's into an attribute until it's at a point from which you never want to dump any more SP's into it for the next 70 levels (if you boost) or 40 levels (if you don't boost). Most would recommend taking Agility to the 3rd cap
3rd cap - point at which increasing an attribute by 1 now costs 4 SP's
67.98

From this point you follow the same step for your next attribute. ALG's (Automatic Level Gains) will continue to increase your Agility attribute another couple levels with no input from you. This is why Cap building (the kind of leveling I've described) is the most efficient way to build a player. When your player hits level 25 your ALG's are cut dramatically. So the earlier you can get a skill to it's highest point the more efficient the SP gain is.

Your next attribute will probably be Speed, or maybe Tackling if that's what you want. But it's all up to you. Just remember to think endgame when building players. Or if oyu're goal is to only have them for say 4 season and retire, then think about level 28 (if you boost) or level 20 (if you don't boost).

The idea is to have your relevant attributes as high as possible.

Anyways, check out the Wiki, and keep browsing the forums and asking questions... the more you know.
Edited by MileHighShoes on Feb 1, 2010 12:44:38
 
redskingm
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If I may ask what is the importance of vision? When I was in character creation it said vision was one of the most important attributes/skills you can have for a LB in the training regimine I was given for a MLB Vision does not come until after I cap Agility, Tackling, Speed and the vision.

what are your thoughts on it?
 
MileHighShoes
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Vision is important for the defense. Helps your player to get in the right place earlier, or get to the right place faster.

However AGI, and SPD are definitely more important. What good is it if your player knows where he needs to go, but isn't quick enough to actually get there?

Anyways, my opinions are mine and mine alone, and some people have different theories.

Some players who wish to be coverage LB's will take vision to 68 ASAP and let ALG's take it to 80+ by level 40, I may not agree with it but, Vision is One of the most important attributes for coverage LB's, and they manage to be viable builds who aren't lacking in any way.

So to answer your question, once again think end game. You get 5 SP's per level, where are they gonna go? You want to have all of your relevant stats at a competitive level that is best for your build at end game. That is your goal. I can't give you any hard and fast rules but do the math and figure out how high you can afford to take something before you sacrifice too much of something else.

Everything has it's uses and goals, and not all of them are known.

For instance the only thing we know about vision is that each player makes vision checks to "see" the field around them. How well, or fast they make these checks is dependent on the vision stat. We don't know what level vision is good. We don't know the rate of increase per level of vision. We don't know how increased vision augments the checks our dots make. We don't know how other attributes (confidence, height, Agility) affect vision and our dots abilities to make checks. We don't know if increased levels of vision unlock new vision checks for more situations... and the list of what we don't know goes on and on and on. It's like that for every attribute.

The best we can do is theorize, experiment, and analyze what is happening and then guess about what we think is causing it.

Take everything you read here with a grain of salt, and have fun forming your own opinions and putting them to the test. That being said there is still a lot of useful information to be found on the forums, and a lot of knowledgeable agents who have come before us and have experience that they are willing to share.
 
roostor07
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+1 to everything MileHigh is says for you OP.

I just wanted to add though, that LB's are a tough position to build and for your first player (or 1 of the 2 that you have made) I might recommend an easier position to build. CB's are quite easy and fun to make and usually a very good place to start.
 
redskingm
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for automatic attribute gains when you level up do you get to choose where the points go or is it distrbuted evenly or randomly by the leveling engine?

Thanks
 
roostor07
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ALG's are predetermined amounts based on position, lvl, and major/minor attributes. This is what makes it so important to cap the right attributes early to take advantage of the larger ALGS's on the major attributes. Read up on this, and probably refer back to it very often!

http://www.glbwiki.com/index.php?title=Leveling
 
redskingm
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yeah I read tht but it is a little inclear. under the AAG section "All" is used only once amung all the options. and that is the primary attributes from levels 1-21 but no where ele. Is it to be assumesd AAG is then evenly distributed amungst all the skills at all levels or was ti a typo? I actually am very disappointed with the wikik there does nto to seem to be a lot of information to help crystalize an effective strategy. I was hoping fpr more answrrs here.
 
MileHighShoes
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Green skills are majors.

For positions like punter.
Punting and Confidence are majors.

Lvl 1-21 majors receives 2 points
These 2 points are split between all majors.

So punting receives 1 point
Confidence receives one point.

At level 21 majors go from receiving 2 points to 1.5 points.

Minors have 1 point split amongst them from lvl 1-21

So for WR's with 2 minors (carrying and confidence)
from level 1-21 the minors each receive .5 points every level as that one point is split amongst them.

The best strategy is to figure out which skill you want to be higher than all of the others. Train it as high as you can before losing efficiency (33-35) then dump SP's until you reach your desired cap. The latest you'll reach any normal cap is level 14, then from level 14 to lvl 21 that stat will receive a very efficient gain at places that have a high opportunity cost.

For example.

On a DE I built. STR is a major. it receives .5 points ever level up.
I took STR up to the 5th cap
77 (takes 6 sp's to raise STR another level)
Then left it alone.

The ALG's took STR up another 3.5 points by level 21, which would have cost me 16 (19 counting the .5) sp's to do that myself. Having earlier ALG's effective at a lower level like this is the most efficient way to use ALG's. Once STR gets to 80, it now costs 7 sp's to raise STR one level, so from level 20 and up everytime i level I gain even more SP's.

The goal here is to get your first major as high as possible to gain as many SP's as possible through ALG's to make the most efficient player in the most relevant skill set.
 


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