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zach10
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What would be a good CB build?
 
Kboum
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man to man CB ?

something like

150 speed
95 agility
90 vision
70 jumping
48-60 tackling
60 stamina


avoid fake
deflect ball
 
Longhornfan1024
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http://glb.warriorgeneral.com/game/player.pl?player_id=4432176
 
Oofty
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A really good one I've seen had the right idea. He had 155 speed, 97-98 agility, 90-93 vision (with the vision VA, it was 100+), 80+ jumping, and like mid 60s tackling. He could have used some more strength and tackling than he had, but if the focus is on coverage, it's a really good build since it was supplemented with some tackling VAs to make up for it.

Another really great one I've seen had, before VAs, 160 speed, 90ish agility, 60+ jumping, 85ish vision, 68 stamina, 77 tackling, and like 80+ strength. This CB was great in coverage and high enough vision put him in position to bring down powerbacks for TFLs (supplemented with Power Tackler bonuses for make tackle behind LOS).

Ignore intercept chance pieces. PD and avoid fake are the way to go. The CEQ bonuses thrown into make tackle actually wouldn't be a bad choice either assuming your third and fourth pieces are SDC/Super Vision (each should be 9-10 minimum). Smooth Operator is a really, really underrated SA in my opinion. It helps get you into position for the PD more easily. Focus should be on Swat Ball instead of Sticky Hands, which should be an afterthought--or later build addition. Last but not least, Quick Cut is woefully overlooked. All that burst of acceleration from a high agility and/or First Step means nothing if you can't sustain it on routes that aren't straight streaks. Quick Cut should be mandatory (if possible, 5-6 points).

If you're going the jumping (PD) route, bonus SAs like Wrap Up Tkl or Diving Tkl are nice. Some, myself included, have seen CBs use Aura successfully to wear down receivers over games and increase the make tackle roll slightly.

If you're going the strength (KL/PD) route, bonus SAs like Jackhammer (should be a given, really), and later the tackling ones like Wrap Up or Diving are good. Aura or Monster Hit are also pretty good choices--especially since these guys can help bring down RBs on occasion.

Long Reach and 3rd Down Stopper are musts for both builds. Mixing in Vision and, to a lesser extent, Jumping VAs are also up there.. Might even consider 1-3 points in Primetime Player if Jumping base is high enough. A few points in Power Tackler help to make tackles on screens. Also, if focusing on Jumping to 80+, a few points in Showboat would also be helpful. I've heard mixed results on putting a few points in Ball Hawk for man-to-man CBs.

Originally posted by Longhornfan1024
http://glb.warriorgeneral.com/game/player.pl?player_id=4432176


Longhornfan's is a pretty good target build also.

Originally posted by Kboum
man to man CB ?

something like

150 speed
95 agility
90 vision
70 jumping
48-60 tackling
60 stamina


avoid fake
deflect ball


Eh. Prefer higher tackling personally. To me, 60 is bare minimum. I've seen CBs with mid 60s tackling and 5-10 David vs. Goliath still miss 25-30% of tackles on wrap-up. Any CB with high enough vision will end up tackling RBs breaking to the outside, almost all of whom will have +30% break tackle--at a minimum--if they're elusive, and much higher break tackle if they're power-backs.
Edited by Oofty on Jan 2, 2015 13:28:00
Edited by Oofty on Jan 2, 2015 13:12:04
 
reddogrw
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build on one of our teams I really like

Ht/Wt: 6'3", 171lbs


Attributes
Physical Attributes
Strength: 49.1
Speed: 159 (+55)
Agility: 96.1
Jumping: 68.1
Stamina: 63.16
Vision: 90.1
Confidence: 25.26

Football Skills
Blocking: 8
Catching: 63.26
Tackling: 64.36
Throwing: 8
Carrying: 8
Kicking: 8
Punting: 8

Special Abilities
Shutdown Corner Abilities
Swat Ball: 4
Sticky Hands: 7
Superior Vision: 9
Smooth Operator: 1
Shutdown Coverage: 1

Speedster Abilities
First Step: 4
Change Direction: 4
Return Specialist: 0
Blitz: 0
Closing Speed: 0

Additional Abilities
Wrap Up Tackle: 1
Veteran Abilities
Football Genius: 12
David vs Goliath: 15
Long Reach: 15
Sure Tackler: 15
Third Down Stopper: 15

Current Bonuses/Penalties
Vision: +5.41
Make tackle chance: +15%
Avoid fake chance: +15%
Deflect ball chance: +12%
Intercept chance: +15%
 
AC
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Originally posted by Kboum
man to man CB ?

something like

150 speed
95 agility
90 vision
70 jumping
48-60 tackling
60 stamina


avoid fake
deflect ball


I agree. I would want two deflect pieces and 1 avoid fake % with CEQ in deflect. I would prefer higher jumping and pump SV to help with fakes as well. Obviously this build we need to be on a team with a good DC. You don't need tackling and make tackle on all of your CBs if your DC has half a brain.

 
WingerBE
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When you start a new CB, do you focus on the 60 stamina first? Or is it best to get all skills up together?
 
Kboum
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Originally posted by WingerBE
When you start a new CB, do you focus on the 60 stamina first? Or is it best to get all skills up together?


you focus on the primaries. the skill you need to take the higher. In this case, you need speed at 100+ natural. so you start with speed. then agility, then vision. (100-95-90 natural)

you focus on 1 skill at the time to push them the further you can. DO NOT assign SPs unless you can CAP an attribute.

CAPs are : 48, 60,68,74 .....

CAP = when the cost to up one skill is higher. Between 10-48 its cost 1 SP to assign 1 point into speed. After 48 it costs 60, after 68 it costs 3 SPs.

So you train speed intense until it reaches like 33-34 then you assign your SPs to get to the first cap (until it costs 2 SPs/skill) you keep the remaining SPs (do not spend them) until you can reach 2nd cap.


there are a lot of guides out there that you ca read to help you building good dots
 
Kboum
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This guide will help you. Good fundamentals

Originally posted by
After you enhanced your attribute to 30%, you should start multi-training your 4 primary attributes by now (to be honest I start multi training when my primary is around 74 most of the time). Just make sure you get the right attributes on your multi-training regime

From the 2nd cap until day 7-8 (depending on whether your games are on odd days or even days)
- By now you should have your primary enhanced to it's desired level and most of your secondaries, as well as multi-training. This is pretty much an uneventful stage of your player's career. The goal is to get triple-capped (67.98) before the day you will level up again, which means 7-8. This allows you to make the most of your ALGs. Just make sure you get to this point with multis purchased and the enhances done. I personally train normal in this stage, as the BTs are more important than the training gains and it's fairly easy to get the primary attribute to that point.

D)Multi-training stage.
For example, a run stuffer DT might go strength as primary, and unlock agility, tackling and vision as multi-training attributes. You will be training these 4 attributes for the majority of your player's career. While you do that, make sure to always spend your SPs on your primary attribute as soon as you can get it to the next cap. See the bottom of the post for a list of caps. Raise your primary to at least 83ish, most likely 87ish (you can go more and less, but those are extreme builds better left to people who know what they are doing, which means they don't need this post). Keep training it after that, as it is great training value. You just need to be careful of when to stop training your primary and adding in your 5th attribute AND to stop multi-training when you are at the point where you simply need to light train every single day of your career in order to get your desired number of AEQ pieces. Also, for most people, this number is 3. Normally, you will be stopping your multi-training regime at around day 200. Remember that you need 1200 BTs to fully upgrade 4 pieces of AEQ, plus the amount it costs you to roll/create them, plus 36 to unlock 3 multi training attributes and plus 90 Bts if you enhance 30/20/20/20.

E) The end.
- Welcome to the final part of your player's career. Here you will be training on light every single day until day 280, when you stop getting training gains, exp, everything. Hopefuly, you've shaped your player to be elite and have enough BTs to purchase all your AEQ pieces. You win the game ^_^!

Here is a link to where you guys can check every cap:
http://wiki.goallineblitz.com/index.php/Softcap

Ok, tips and tricks.

1) Roll-over
If you can leave your training at 90%+ trained so that one training session gives you a point, it is better to do it at a higher cap, so if your next level gets you to a cap, hold on to that training session until you cap, for 1 whole SP-value of gain. This also applies to times where you, by boosting, can rollover on a higher cap. I mean, if you can get 7 SPs from that training session, why settle for 6?

2) VPs
Since everyone gets to 79 no matter what, as long as they boost properly, boosting early to get to the levels where you start getting more VEXP is a big advantage. One should boost from 22 to 25 and 32 to 35. This will net you next to zero loss and quite a bit of extra VExp.

3) Boosting early in the first season is WRONG!!
If you boost before the playoffs have started in the first season, you are losing exp, which will mean you are 1 level behind for most of your player's career AND makes you lose even more VExp. DO NOT DO IT. I'd advise only boosting on day 48 on season 0 and 1.

4) circle-capping (WARNING: not meant for newcomers, it's not easy to understand the concept)
Circle capping is a technique that gives you a bit of effective level advantage. It's not major, but it can make a difference. How to do it? After you've stopped investing SPs into your primary attribute, you'll start applying those SPs on your secondary attributes. Instinctively, people want to spend their SPs only on their second attribute until it is complete, like they did on their first attribute. It's a good idea, but not the best. Sometimes, with the SPs you have, you can cap your 3rd attribute but not your 2nd. You will be getting the same increase in ALGs no matter what attribute you cap from then on, so by holding on to those SPs and waiting till you can apply them on the 2nd attribute, you are actually not gaining anything and losing a small bit of effective level. In the DT example on the first post, after you're done with strength, you could start applying the SPs in agility, then at a point, you can cap tackling but can't yet cap agility. Do it. Then just apply SPs to the attribute that is nearest to the next cap.

5) Proper usage of SPs
First, never apply SPs unless you can get an attribute to the next cap. Second, never hold onto SPs when you can cap your target attribute. Finally, do not spread your SPs around unless you are following 4), and remember, that is only on your attributes you are multi-training and only after the first one is done, and only if you know what you are doing. Doing any of these 3 things will make your player worse, sometimes much worse. Do not do it.

6) VPB
If you don't know greasemonkey and the virtual player builder script (commonly called VPB), you should search the faq forum and the greasemonkey forum. It's a tool that lets you see how a player will turn out. If you have the time and the patience, get it, install it, and see how players would end up. It's not a must, but it can help you improve, and it is great for fine-tuning a player.

7) AEQ
While you can build all AEQ, that is expensive. It is usually a good idea to roll for your first and 2nd pieces. I personally roll once or twice at 31, then try to get another piece at 51 onwards. If you're lucky with rolling, and most people are, you can save quite a few BTs on this. Good luck

8) SAs
DO NOT SPEND ANY POINTS IN SAs EARLY. WRONG! BAD! While attributes have ALGs (auto level gains, meaning a bonus to each attribute when you level up, check http://wiki.goallineblitz.com/index.php/Leveling#Automatic_Level_Gains), SAs do not. This means that by spending points in SAs early instead of late, you are making your player worse in the long run. Wait untill you are 55+ to invest in SAs. You'll be thanking yourself if you do.

9) Major and minor attributes
You should focus on your major attributes first, again, unless you know really well what you are doing. This means you should be very careful when choosing an archetype. Check the major and minor attributes, not only the bonus/penalty SAs, and makes sure it is adjusted to the player you want to make. Plan in advance. Don't choose a hard hitter LB archetype if you want him to be doing pass coverage. Don't choose a pass rushing DT and raise strength first. Follow your majors first. This is a big issue.

10) Training at the proper values
Now, many people think it is better to train an attribute at 34 than at 49. I mean, it gives you a higher training % right? The thing is that a point at 49 is worth double of what a point is worth at 34, meaning that it is actually better to train at 49. It's good to avoid training attributes between 34 and 48.07, then 54 to 60.57, etc etc. Another aspect to take into consideration is that it's really good value to train your primary at higher attribute levels. While a training session might be worth 0.33 SP at some early levels, you can get upwards of 1.5 SP per training sessions later on. That's heavy. Don't underestimate training post-caps
Edited by Kboum on Jan 17, 2015 08:55:08
 
WingerBE
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Wow there's more to this game then visible at the beginning

 
Jeebuz
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Definitely. You want to start off with speed, speed and more speed.
 
Theo Wizzago
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Originally posted by WingerBE
Wow there's more to this game then visible at the beginning



Yes. So don't get discouraged if you mess up a build or several. Doubt there's anyone here that hasn't messed up a build and had to recycle their dot early. And it's best to learn to recycle early if you discover you've messed up rather than keep building a dot that will not be wanted at higher levels. It's VERY easy to build HIGHLY productive dots early in their careers.. but, once they get older, building mistakes really start to show and your dot becomes more and more useless with time. Then you've spent all that time and effort (and flex if it's not a Free Dot) on something that has a hard time finding a good team because of it's flawed build. Better to recycle early and try again.
 
LeeRJet
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i guess my WR has become useless
maybe if i could find a team that would actually pass to it's WRs instead of always to the HB/FB
 
WingerBE
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Originally posted by Theo Wizzago
Yes. So don't get discouraged if you mess up a build or several. Doubt there's anyone here that hasn't messed up a build and had to recycle their dot early. And it's best to learn to recycle early if you discover you've messed up rather than keep building a dot that will not be wanted at higher levels. It's VERY easy to build HIGHLY productive dots early in their careers.. but, once they get older, building mistakes really start to show and your dot becomes more and more useless with time. Then you've spent all that time and effort (and flex if it's not a Free Dot) on something that has a hard time finding a good team because of it's flawed build. Better to recycle early and try again.


I don't even know what a dot is lol
 
Bluesman
bluest blues
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Originally posted by WingerBE
I don't even know what a dot is lol


A dot refers to your player as he looks like a dot in the replays
 
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