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Forum > FAQ's, Player Guides and Newbie Help > interception LB - jumping or catching?
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Eeyore
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Which would be more important for creating interceptions for a cov. LB, jumping or catching? Thoughts?

Also, what would be the 4-5 top equipment choices? I saw a thread on this long ago but can't find it now. Any help is appreciated!!
 
TJ Spikes
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Both.

Neither is really useful without the other. Catching is the roll to determine if you hang on to the ball when hits your hands, so in theory is more important. However, Jumping will allow you to get your hands on more passes, to even attempt the INT roll.

Basically instead of doing like a 5 cap of one with a 1 cap of the other, doing a 3 cap of both would probably get you the best results.

 
Tigroklaws
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I'd agree, minimum of 60 each but I'd shoot for near 70 if you can fit it in
 
Theo Wizzago
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I agree with TJ but will post this build for you since it worked so well. It's my first ever Coverage LB but I'd built plenty of CB's and Safeties for the same purpose so I kinda knew what I wanted to do. Also, I generally don't build just for INT's but for PD's instead. This explains why catching is only 35 for the build. However, he's still managed to intercept 12 passes in his career which isn't bad at all. 100 PD's isn't bad either.
Things I wished I'd done a little different? More tackling.Not sure where I would've stolen the SP's from though.

(Lv. 79 LB)
Ht/Wt: 6'4", 250lbs

Experience, Skill Points, and Cash
Money: $0
Daily Salary: $4000
Skill Points: 0
Training Points: 0
Bonus Tokens: 9
Veteran Points: 0
Next Level: 0/1000

Attributes
Physical Attributes
Strength: 63.26
Speed: 153.1 (+49)
Agility: 94.1
Jumping: 76.1
Stamina: 50.26
Vision: 91.1 (+3)
Confidence: 40.26

Football Skills
Blocking: 8
Catching: 35
Tackling: 62.26
Throwing: 8
Carrying: 8
Kicking: 8
Punting: 8

Special Abilities
Hard Hitter Abilities
Snarl: 0
Aura of Intimidation: 0
Diving Tackle: 0
Monster Hit: 0
Defense General: 0

Pass Rusher Abilities
Trash Talk: 2
The Glare: 3
Shed Blocks: 4
Swat Ball: 7
Big Sack: 1

Additional Abilities
Shutdown Coverage: 5
Veteran Abilities
Ball Hawk: 15
Helmet Crash: 10
Long Reach: 15
Showboat: 15
Third Down Stopper: 15

Current Bonuses/Penalties
Make tackle chance: +14%
Deflect ball chance: +12%
Avoid fake chance: +21%
Intercept chance: +13%
 
Sonic
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This guy did alright: http://glb.warriorgeneral.com/game/player.pl?player_id=4342457

I'm sure there are better dots out there.
 
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here's an INT cover LB I retired a couple seasons ago.

http://glb.warriorgeneral.com/game/player.pl?player_id=4557551

and...

Originally posted by I'm sure there are better dots out there.[/QUOTE


Edited by D-line skidmarks on May 23, 2016 01:20:01
Edited by D-line skidmarks on May 23, 2016 01:19:32
 
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http://glb.warriorgeneral.com/game/player.pl?player_id=4582143

Ask if that owner will share the build. Best INT LB I've ever seen.
 
Theo Wizzago
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Originally posted by D-line skidmarks
here's an INT cover LB I retired a couple seasons ago.

http://glb.warriorgeneral.com/game/player.pl?player_id=4557551

and...

Originally posted by I'm sure there are better dots out there.[/QUOTE





I like this build but I wonder if the lack of strength caused any missed tackles or did the 70 tackling skill cover that up?
 
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It had tons of missed tackles. I tried to compensate with DVG and make tackle gear, but yeah - a lot of misses in the mature seasons. If I were to do it over, I probably would add more strength and sacrifice a few in agility. Keep in mind it was casual also, so not as much fidelity in the player defensive scheme as regular. pHBs tore this one up, no doubt.
 
TJ Spikes
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Yeah well....

Imo, build a dot for the D coordinator to use. You basically have the choice of Jumping and Catching, or Strength and Tackling. If you try to be good at everything, you'll suck at everything.

There's never enough SPs to go around on a defensive dot, because they have be ready for anything. Offensive dots have the luxury of specialization.

 
Stoned Beaver
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Originally posted by TJ Spikes
Yeah well....

Imo, build a dot for the D coordinator to use. You basically have the choice of Jumping and Catching, or Strength and Tackling. If you try to be good at everything, you'll suck at everything.

There's never enough SPs to go around on a defensive dot, because they have be ready for anything. Offensive dots have the luxury of specialization.



It may just be in peewee, but this is Wrong.

Defensive dots have way less attributes that they need...

If a WR has 70 Speed, a CB needs 49 to cover him.

So, SURE, your WR can build a million times faster than a CB in the long-term building, but how well does that actually work?

Sure... it'll look pretty when pump-fake, catch-fake and catch-in-stride all fire at the same time, your WR gets open and he goes for a touchdown...

but the reality is the much slower CB is going to swat the fuck out of every other ball thrown your way....

or at least that's how it takes place in peewee....

My guess is that a lot of upper level guys don't neglect speed on their secondaries because someone told them they need 150 speed to work, and maybe they do, but the peewee sim and the upper level sim are the SAME sim, so my guess is that those guys are wrong.
 
Stoned Beaver
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That being said, to the op:

Neither of those are nearly as important as Vision IMO...

I think that anyone who doesnt have their highest, or second highest AT best attribute on a coverage guys being vision is INSANE.
 
Stoned Beaver
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Vision checks occur like 1,000 times in a play, so if you really think about it having more Vision is being faster, more agile, better at jumping... EVERYTHING all at once...

Because if your player passes the vision check a whole tick before the opposing player, you can be much much slower than them and still get ahead of them.
 
foshizzel17
my drizzt
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a lot of it is where the DC puts you also. If your DC has you in the flats a lot you will jump routes to the HBs and take them to the house on a regular basis
 
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My general thoughts on INT dots...or defensive dots in general really.

Minimize liability on the field, while maintaining a niche goal for your dot.

i.e. a CB with 6 strength so that you can get 85 jumping and catching. This dot would be a nightmare against a good power running Offense. If a DC has to worry about your dot in its overall capacity, you left too many holes in the build.

Originally posted by Stoned Beaver
Vision checks occur like 1,000 times in a play, so if you really think about it having more Vision is being faster, more agile, better at jumping... EVERYTHING all at once...

Because if your player passes the vision check a whole tick before the opposing player, you can be much much slower than them and still get ahead of them.


+1 to this. Vision is at least the number 2 skill on any coverage/zone/INT dot. Speed is arguably the only skill that is more important.
 
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