User Pass
Home Sign Up Contact Log In
Gao
offline
Link
 
I have a LB http://goallineblitz.com/game/player.pl?player_id=4394391
and WR http://goallineblitz.com/game/player.pl?player_id=4394955
 
Gao
offline
Link
 
I just need to know the basic like what do i train and when do i start multi training just some help been away for a long time
 
KingPB
offline
Link
 
Just start capping speed for the WR and LB. Depending on how you want there builds to turn out, I would take speed to around 81-83 for the LB and the WR around 84/85.

I usually intense train my main attribute (without adding points) until about the start of the season, then I unlock Quad multi training

everyone does it different though!
 
whodey08
offline
Link
 
You should also use bonus tokens to enhance your training of speed up to 30%
 
KingPB
offline
Link
 
Originally posted by whodey08
You should also use bonus tokens to enhance your training of speed up to 30%


I do 20%, but yeah definately this
 
Dadd
offline
Link
 
Thread moved by moderator.
 
Theo Wizzago
Coyote
offline
Link
 
Here's a link for you too.

http://goallineblitz.com/game/forum_thread.pl?thread_id=4910991&page=1

Hope this helps.
 
InRomoWeTrust
Lead Mod
offline
Link
 
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.

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
Season 0 boosting...boost on D48, end season level 4.000
Season 1 boosting...boost on D48, end season level 19.000
Season 2 boosting...boost as soon as you hit level 22 (approx day 10) to start veteran point accumulation. End season level 32.000
Season 3 boosting...boost on D0 to level 35 in order to increase daily veteran XP. End season level 42.625
Season 4+ boosting...boost at your convenience


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).


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
Concerning equipment, you're going to want to shoot for either 3 or 4 pieces of AEQ. To get 4 pieces of AEQ, you'll need to stop multi-training earlier than you would if you want 3 pieces. So there's a simple trade-off to be made. In most cases, 4 pieces of AEQ only tends to be superior if you are focused on raising one singular attribute up to super high values (think 165+). Most 3 AEQ builds will be superior due to the ability to prolong multi-training on your most important attributes.

For your end build, you'll want your AEQ to look something like the following (assuming 3 AEQ):
+3 primary attribute +% roll
+3 primary attribute +% roll
+3 primary attribute +% roll or +SA

You always want to get that +3 in your primary (most important) attribute.

So, how do we go about collecting our AEQ? There are two options:
1) Shopping
2) Building

Shopping offers the advantage of a potential cost (BTs) savings but there's implied risk with it. You may spend more bonus tokens looking for a particular piece of AEQ than it would have cost to build it.

The simplest method is to use shopping for your first two pieces. By shopping around level 35, you can typically pickup two pieces that fit your planned 'set'. Remember, each piece of AEQ has a prefix (the first part, +attribute) and a suffix (the last part, +% or +SA). If a piece of AEQ in the 'store' is missing a prefix or suffix, you'll be able to add that missing part with bonus tokens. These 'missing part' pieces can be extremely valuable. If you are shopping and you see a +5% in a roll that is used in your position, you probably should buy it without blinking.

Important note
: If a piece is +1 attribute +5%, it's still not a good buy. You cannot upgrade that base +1 prefix to a base +3.

Once you have purchase your first two AEQ pieces, your last piece can be a little difficult. While you are able to swap 'body parts' on a piece of AEQ for a small BT cost, this can add to the expense and you go back to that flirtation with possibly costing yourself more BTs than it would have been to just make the piece.. Sometimes it's just easier to build your last piece, especially if the +SA that you desire is of low cost (15-30 BTs).
 


You are not logged in. Please log in if you want to post a reply.