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Longhornfan1024
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I'm still trying to decide if I want to throw some AEQ into carrying. Here is what the current plan is if I don't:

Yes Man VI: Death (Lv. 73 CB)

Ht/Wt: 6'3", 194lbs

Attributes
Physical Attributes
Strength: 64.93
Speed: 144.44 (+58)
Agility: 82.44
Jumping: 35.16
Stamina: 62.44
Vision: 72.44
Confidence: 51.93

Football Skills
Blocking: 8
Catching: 21.17
Tackling: 16.94
Throwing: 8
Carrying: 76.21
Kicking: 8
Punting: 8

Special Abilities
Shutdown Corner Abilities
Swat Ball: 0
Sticky Hands: 0
Superior Vision: 0
Smooth Operator: 0
Shutdown Coverage: 0

Speedster Abilities
First Step: 6
Change Direction: 6
Return Specialist: 10
Blitz: 1
Closing Speed: 1

Additional Abilities
Spin: 10

Veteran Abilities
Quick Feet: 15
Return Man: 15
Slippery: 15
Special Teamer: 15
Steady Grip: 5
OTK: 1

Break tackle chance: +36.5%
Not fumble chance: +25%
 
Forbin
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Are you taking away from speed to add to carrying? If so, don't do it IMO. Not a super duper awesome not-fumbler, but with the 25% to help I believe he'll be fine in Pro/WL.
 
Longhornfan1024
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Rate my player, assholes.
 
jdbolick
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What do you want us to say?
 
Rage Kinard
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too many pts in vision for a break tackle returner. Would be better off going with about 55-60 vision and more carrying and/or confidence with preference in more carrying.
 
jdbolick
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Whenever I think about the appropriate amount of vision for returners, I inevitably go back to how ridiculous WWR was when they got the broken mentor bonus. Basically, I don't think you can have too much.
 
bug03
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I think I would have added more strength in lieu of the vision
 
jdbolick
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Originally posted by bug03
I think I would have added more strength in lieu of the vision

I'm guessing he's trying to stay under DvG.
 
Forbin
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Originally posted by jdbolick

I'm guessing he's trying to stay under DvG.


DvG really isn't part of the major discussion for returners, tbh.

The guys you gotta watch out for are the 130 strength/120 speed FFum Machines.
 
Rage Kinard
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Originally posted by Forbin
DvG really isn't part of the major discussion for returners, tbh.

The guys you gotta watch out for are the 130 strength/120 speed FFum Machines.


Although I'm thinking about making a 55 strength, 150 speed, 110 tackling (before VAs) FFum machine with DvG.
 
bug03
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high speed high tackling low strength 2 pieces make tackle 2 pieces ff . I'll do it
 
whoshotjr
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From my experience:

80 CAR + 6 Coverup + No Avoid Fum = Fumbled a lot
80 CAR + 6 Coverup + 25% Avoid Fum = Fumbled about half as much
86 CAR + 9 Coverup + 25% Avoid Fumble + Not returning kicks from the EZ = Rare Fumbling

I guess the other thing to look out for is that it seemed at times like the benefit from breaking tackles wasn't that great if you didn't have good blocking. You could break 4 tackles running sideways, and pick up two more yards... which to me felt more like giving the opponent more chances to hit a FF roll with no real other benefit.

If you are just playing Pro, 75 CAR + Avoid Fum % is going to be good for 90% of the games. If you have a spare piece or two of EQ of Carrying EQ to equip against tougher ST units, that will help.
 


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