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Koowahn
Kid Cudi
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For kickoff return team

How should the player at each spot on the depth chart be built?

I know there's a guide but it seems outdated
 
Stoned Beaver
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It depends on the players on the opposing kickoff team, basically you wan't to create a hold-block mismatch without having the defender be so much faster (I'm pretty sure at higher levels agility is more important than just speed, but the concept remains) that they just run by the blocker.

Knowing this, the ideal 'STOP' set up would involve building around this concept, you would want to have dots built to create these match-ups (I would not expect the builds to be the same on each dot) and then utilize them via scouting.

If someone comes in here talking about some perfect build they are just wrong, plain and simple. Take their dot, and its just as easy to then create a dot that would blow right past/steam roll that dot and make the tackle anyway.

Its important on Kickoff to create at LEAST 3 of these match-ups, and have them be close together, and at least one of them be on the Back Wall.

Another thing worth noting is that you should monitor the speed/agility of players in the BW1/BW2/BW3 spots, you want them to achieve reaching their blocking assignment JUST AS the KR gets to that dot (basically providing you with a free block REGARDLESS of break block/hold block roll - this is where I sneak in players who have no blocking stats, or whatever blocking stats, and just have the correct speed/agility needed).

Bottom line, as is the case with everything in this game, you can't really do it 'perfectly' its all about scouting and enabling yourself with a strategy to take advantage of that scouting with your builds.
Edited by Stoned Beaver on Mar 27, 2016 07:11:36
 
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Originally posted by Stoned Beaver
It depends on the players on the opposing kickoff team, basically you wan't to create a hold-block mismatch without having the defender be so much faster (I'm pretty sure at higher levels agility is more important than just speed, but the concept remains) that they just run by the blocker.

Knowing this, the ideal 'STOP' set up would involve building around this concept, you would want to have dots built to create these match-ups (I would not expect the builds to be the same on each dot) and then utilize them via scouting.

If someone comes in here talking about some perfect build they are just wrong, plain and simple. Take their dot, and its just as easy to then create a dot that would blow right past/steam roll that dot and make the tackle anyway.

Its important on Kickoff to create at LEAST 3 of these match-ups, and have them be close together, and at least one of them be on the Back Wall.

Another thing worth noting is that you should monitor the speed/agility of players in the BW1/BW2/BW3 spots, you want them to achieve reaching their blocking assignment JUST AS the KR gets to that dot (basically providing you with a free block REGARDLESS of break block/hold block roll - this is where I sneak in players who have no blocking stats, or whatever blocking stats, and just have the correct speed/agility needed).

Bottom line, as is the case with everything in this game, you can't really do it 'perfectly' its all about scouting and enabling yourself with a strategy to take advantage of that scouting with your builds.



That was a good read.
 
Theo Wizzago
Coyote
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Originally posted by Larry Roadgrader

That was a good read.


And accurate as well. I always believed agility (or lack thereof) was a big factor in some of the things I would see on replays. I mean, sometimes a dot would look like it got caked easy and the first thought is normally the one dot just had better strength/weight/blocking skills and caked the other. However, many times I wound notice upon closer inspection that the dot that got caked was a big ol' lineman type with a lot of strength and blocking... while the dot that 'caked' him was a tiny lil' CB that was just the opposite of him build-wise. My reasoning for the event occurring was that the lil ol CB simply zipped around him so fast that the big fella fell down trying to block a ghost. You REALLY see that a lot on punts on the outside (gunner) positions if there's a big difference in agility between the blocker and the gunner.
 
Koowahn
Kid Cudi
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What is the best pos to build for a returner?
 
FOKKER
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elusive HB
 
Stoned Beaver
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Originally posted by FOKKER
elusive HB


 
Theo Wizzago
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^^^ What dey said ^^^
 
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Why not the CB build?
 
Sellars
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Originally posted by Larry Roadgrader
Why not the CB build?


http://glb.warriorgeneral.com/game/player_awards.pl?player_id=4562832

I'll take the rush FB who doesn't fumble every game and still performs. #2 KR avg. season 51 WL.... his PR avg is not great however, maybe adding FS would help in that area for the heavier dot? but he also failed to hit lvl 79 from boost foul up so rush FB's work fine as well.
 
Guppy, Inc
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i prefer elusive HB and their better SAs.

http://glb.warriorgeneral.com/game/player_awards.pl?player_id=4492032
 
Stoned Beaver
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Originally posted by Guppy, Inc
better SAs


 
reddogrw
HOOD
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Originally posted by Guppy, Inc
i prefer elusive HB and their better SAs.

http://glb.warriorgeneral.com/game/player_awards.pl?player_id=4492032


 
Theo Wizzago
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Originally posted by Larry Roadgrader
Why not the CB build?


Sellars and Guppy are right. I tried about everything as a returner and the SA's that the Elusive HB build has are best. Using the Rushing FB is also decent. It's not that you can't build a good CB returner... it's just that you can build a better Elusive HB returner.
 
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Originally posted by Theo Wizzago
Sellars and Guppy are right. I tried about everything as a returner and the SA's that the Elusive HB build has are best. Using the Rushing FB is also decent. It's not that you can't build a good CB returner... it's just that you can build a better Elusive HB returner.


I appreciate the feedback--I just felt somebody needed to ask the question since Longhorn Fan built so many great returners from the CB build.
 
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