what do you think of putting points into route run, first step and quick cut. They are in oppoosite trees but does this work or does one SA cancel out another from your experience?
Mob-6
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I say go for it and I plan on doing it once I have more free points.
First Step is a chance to boost acceleration while route run is a bonus to acceleration. From the wording, first step will work occasionally, and route run will work all the time.
I would plug First Step and then Quick Cut to level 5 and treat route run as a speed bonus. Essentially if route run gives you more return on your skill points then speed, plug that, eg if it costs 2 skill points for 1 speed increase and 1 skill point for a route run increase, put it into route run. If they are equal, plug it into speed.
First Step is a chance to boost acceleration while route run is a bonus to acceleration. From the wording, first step will work occasionally, and route run will work all the time.
I would plug First Step and then Quick Cut to level 5 and treat route run as a speed bonus. Essentially if route run gives you more return on your skill points then speed, plug that, eg if it costs 2 skill points for 1 speed increase and 1 skill point for a route run increase, put it into route run. If they are equal, plug it into speed.
skel1977
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IM worried about the wording of route run. It says works best for playres with low agility/speed. If i have high speed/agility im worried about diminishing returns on the skill
PackMan97
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From what others have said, it's a fixed bonus. So, let's say it gives you +1 agi/spd (or something).
If you have 25/25 agi/spd, a +1/+1 is a 5% boost to AGI/SPD. If you have 70/70 a +1/+1 is a 1.4% boost. That said *IF* its a fixed point bonus 70 is in the +4 range so that still wouldn't be too bad. It takes about 104 SP to get to 70, and 4 more SP to get to 71, so that's about a 3.85% boost which still isn't bad, but it is less of a boost than the guy with 25/25 gets.
All of these numbers are fictional and only used to illustrate how this skill MIGHT work and what the thoughts are on it at the moment.
If you have 25/25 agi/spd, a +1/+1 is a 5% boost to AGI/SPD. If you have 70/70 a +1/+1 is a 1.4% boost. That said *IF* its a fixed point bonus 70 is in the +4 range so that still wouldn't be too bad. It takes about 104 SP to get to 70, and 4 more SP to get to 71, so that's about a 3.85% boost which still isn't bad, but it is less of a boost than the guy with 25/25 gets.
All of these numbers are fictional and only used to illustrate how this skill MIGHT work and what the thoughts are on it at the moment.
Djinnt
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I think it's still more a debate of constant bonus (attributes) vs chance to activate (SAs). I haven't searched every single post (obviously), but I've never seen a reputable source confirm that there are any SAs that are constantly in effect. If there were, abilities like route running would probably be better (for performance alone) to max before any attribute.
If I'm wrong, someone post a link and educate us all... solve the debate.
If I'm wrong, someone post a link and educate us all... solve the debate.
knudlen
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Read the descriptions and solve it yourself, its retardedly evident and i dont know anyone else who has a problem with it. When it says 'increases the chance to activate' its a activated one. when it doesn't, it isn't. case solved sherlock.
edit: just to make it even easier for you, if route run was triggered (and what would it be triggered off of anyhow? moving? every step you take?) it would read like tunnel vision.
edit: just to make it even easier for you, if route run was triggered (and what would it be triggered off of anyhow? moving? every step you take?) it would read like tunnel vision.
Last edited Sep 4, 2008 00:39:39
Viscount
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This is what Bort said about SA's ages ago:
Originally posted by Bort
I'll just say this about special abilities:
They can give you a sizable situational bonus (certainly quite a bit more than a simple +1 to an attribute might) when they work successfully, but you won't pull them off successfully every time. You can increase the chances of them working by raising their levels.
The actual amount they help you is up to you to discover. The description popups should give you a pretty good idea of what they do, though, so you're not totally blind.
It's from the skills guide thread:
http://goallineblitz.com/game/forum_thread.pl?thread_id=125&page=2
Originally posted by Bort
I'll just say this about special abilities:
They can give you a sizable situational bonus (certainly quite a bit more than a simple +1 to an attribute might) when they work successfully, but you won't pull them off successfully every time. You can increase the chances of them working by raising their levels.
The actual amount they help you is up to you to discover. The description popups should give you a pretty good idea of what they do, though, so you're not totally blind.
It's from the skills guide thread:
http://goallineblitz.com/game/forum_thread.pl?thread_id=125&page=2
knudlen
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yea before boosting even existed
there was another thread linked recently about him specifically referring to SAs that are triggers. specifying triggered SAs means that there are SAs that are NOT triggered, or else it would be redundant. like foot sneakers.
there was another thread linked recently about him specifically referring to SAs that are triggers. specifying triggered SAs means that there are SAs that are NOT triggered, or else it would be redundant. like foot sneakers.Viscount
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Yeah I agree, which is why I've been building an HB with high quick cut that will always work, rather than putting any points in head fake or juke which will only work some of the time.
knudlen
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yea i can't comment on it for HB but for WR, we dont need them to trigger on every route, so i'd support head fake and juke over quick cut really. i'm still planning on putting 3 into QC but WR get so much less touches than HB, it's smarter to build for big plays rather than consistency.
Mob-6
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With WR if you are getting consistent, high amounts of catches that is probably a sign you can start working on YAC via Head Fake, Juke and Spin.
Djinnt
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Originally posted by Daddy Warbucks
I think it's still more a debate of constant bonus (attributes) vs chance to activate (SAs). I haven't searched every single post (obviously), but I've never seen a reputable source confirm that there are any SAs that are constantly in effect. If there were, abilities like route running would probably be better (for performance alone) to max before any attribute.
Standing by this despite smart ass remarks.
I think it's still more a debate of constant bonus (attributes) vs chance to activate (SAs). I haven't searched every single post (obviously), but I've never seen a reputable source confirm that there are any SAs that are constantly in effect. If there were, abilities like route running would probably be better (for performance alone) to max before any attribute.
Standing by this despite smart ass remarks.
knudlen
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Originally posted by Daddy Warbucks
Originally posted by Daddy Warbucks
I think it's still more a debate of constant bonus (attributes) vs chance to activate (SAs). I haven't searched every single post (obviously), but I've never seen a reputable source confirm that there are any SAs that are constantly in effect. If there were, abilities like route running would probably be better (for performance alone) to max before any attribute.
Standing by this despite smart remarks, at least until i change my mind in a week and act like anyone who thinks the old way is dumb.
fixed
Originally posted by Daddy Warbucks
I think it's still more a debate of constant bonus (attributes) vs chance to activate (SAs). I haven't searched every single post (obviously), but I've never seen a reputable source confirm that there are any SAs that are constantly in effect. If there were, abilities like route running would probably be better (for performance alone) to max before any attribute.
Standing by this despite smart remarks, at least until i change my mind in a week and act like anyone who thinks the old way is dumb.
fixed
Viscount
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Well Quick Cut is the only elusive SA that FBs, TEs or QBs can have so I thought it must be one of the most effective elusive SA's, which is why I decided to only focus on it with my HB.
Anyway back to WRs, I'm building a WR who's gonna have 7 in spin. I'm thinking it could be the most effective SA for when you catch a pass right next to a CB. So instead of just getting immediately tackled which is what usually happens, he'll spin off the CB and go for a big play.
Anyway back to WRs, I'm building a WR who's gonna have 7 in spin. I'm thinking it could be the most effective SA for when you catch a pass right next to a CB. So instead of just getting immediately tackled which is what usually happens, he'll spin off the CB and go for a big play.
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