User Pass
Home Sign Up Contact Log In
Forum > FAQ's, Player Guides and Newbie Help > I have a bunch of useless GLB knowledge, and was a marginally good dotballer in my prime, AMA!
Page:
 
WiSeIVIaN
online
Link
 
Originally posted by rjssob
Retire?

http://glb.warriorgeneral.com/game/player.pl?player_id=4612471


No, im sure he can find a good home, and there are too few plateau dots in glb to retire them. Also most ocs will probably love the build.
 
Sonic
offline
Link
 
Originally posted by WiSeIVIaN
Fwiw I DO NOT advocate ever building AE for the special extra SA's that came late in the game for which you cannot roll AEQ for. On a QB with 3AE you really need 3x pq% and 1% pass distance if you hope to get a WL free agency contract. 4AE you have some flexibility. But it would be better to roll AEQ in tight spiral/pocketpresence/pumpfake, than build expensive quick read stuff, since that is the highest/most expensive 75 BT tear. Paying 75 BT's for a +5% peice you really need is worth it, I do not like paying for the most expensive SA's though for 2 reasons.

1. On positions where you aren't filling out your trees (QB standard is 10-10-10-0-0 top tree so it makes less of a difference) you are filling out SA's you don't want just to pump an SA to 10.

2. Other great SA's from trees are 18 or 38 BT's to build into equipment, while those EXTRA-ONLY SA's bort added later are always 75 BTs

Like lets say you are a break tackle HB that wants 10 spin and 10 hurdle. If you get AEQ in Hurdle that'll cost 75 BT's and you'll spend 1+1+2+2 = 6 SP's to get hurdle to 10. You will also spend 1+2+4+9+40 SP (56sp total) to get the top tree to 1-2-3-5-10 (spin). That's 56+6 = 62 SP between the two

If instead you have the spin AEQ you are only pumping 1+1+1+2+10 SPs the top tree to 1+1+1+2+4 (spin), which will be 4+6AE=10 total SP. And hurdle will cost 30 SP's to get to 10. Also you're spending 38 BT's to build the spin part (rather than 75 for hurdle). That's 40 SP's total


That means we are comparing 75 BT's and 62 SP's with hurdle AEQ, vs 38 BT's and 40 SP's with the spin AEQ. If we value BT's as 12=1 SP, we are talking about a 25 SP (5 level) difference between the correct and incorrect choice here.

========================

There are situations where splitting CEQ between two extra-only SA's can be helpful/worth it. Though in general I'd caution people don't build/stack enough +% AEQ on their dots in general, so they should be erring closer to that side. As an example, the number of olinemen who don't 15%+15%+12% triple stack hold block% 53 seasons into GLB is retarded.


BT's as 15=1 SP
 
rjssob
HOOD
offline
Link
 
Originally posted by WiSeIVIaN
No, im sure he can find a good home, and there are too few plateau dots in glb to retire them. Also most ocs will probably love the build.


Downside being vision to low and strength to high?
 
WiSeIVIaN
online
Link
 
Originally posted by Sonic
BT's as 15=1 SP


15=1 when converting to SPs which you should basically never do because it's shitty value and they are worth more either in training or in AEQ. I was conservative in the value of convertins BT's to SP's when considering the missed value of training (more BT's = longer multi).
 
Mike Martz
offline
Link
 
Originally posted by rjssob
Retire?

http://glb.warriorgeneral.com/game/player.pl?player_id=4612471


Yeah terrible don't show us that thing again
 
Qillar
offline
Link
 
Originally posted by WiSeIVIaN
I know you're trying to be helpful TN, but you're incorrect my friend!

Fake% absolutely does work with pump fake per Bort and the gods of GLB.

I had a pump fake and double fake% QB which didn't seem like it fired more, but that's anecdotal crap evidence.

Popular belief is don't put fake% on QB's as it's not worth it. I think it could be useful in the right situation/build, but again my test build I didn't really notice an effect.

Unrelated, but fake% of course does not effect the look-off SA, which most agree is crap that doesn't fire enough.


Are you sure about fake% working on pump fake? I thought Bort said it didn't work. Maybe it was that nobody noticed much effect. I remember planning on fake% on my first qb, was told not to, so never have used it.
 
WiSeIVIaN
online
Link
 
Originally posted by Qillar
Are you sure about fake% working on pump fake? I thought Bort said it didn't work. Maybe it was that nobody noticed much effect. I remember planning on fake% on my first qb, was told not to, so never have used it.


Wise's crazy memory
I am 10,000% Fake% absolutely does the same thing for pump fake+juke+headfake+catch fake.

Google
From a GLB google note this thread where timer talks about combining fake% and clever instincts. Note no one calls him an idiot for putting fake% on his QB.
http://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5131749

GLB's equipment FAQ
http://glb.warriorgeneral.com/game/faq.pl?cat=Player%20Equipment#177
Originally posted by 1
Avoid Fake - is geared towards defensive players having to react to a fake by an offensive player or returner. It can help avoid anything that is a fake including Pump Fake from a QB. Vision is a primary contributing attribute to Avoid Fake.

Originally posted by 2
Fake Chance - is geared towards improving a player's ability to pull off a successful fake. Vision and agility are primary contributing attributes to Fake Chance.


Logic
Why on earth would avoid fake% gear be good to avoid pump fakes on DB's, if fake% gear didn't help a QB pump fake?

=====================
Edited by WiSeIVIaN on Mar 21, 2016 21:45:35
 
WiSeIVIaN
online
Link
 
But it is worth noting that fake% does not increase the chance of any fake firing. Rather it helps your battle roll to make the chances of it being successful more likely when it fires.

Also please note we only see fakes and break tackle SA's "activate" in the pbp when they both FIRE and you WIN A BATTLE ROLL to succesfully do a fake or break a tackle vs a defender. This is why if you have spin to go with 20 strength and 50 carrying, your spin is firing pretty often but you never see in the PBP since you are losing all your break tackle rolls, even with spin's break tackle bonus.

If juke firing automatically meant the defender got juked, defender builds wouldn't matter for avoiding negative action which would be dumb.
 
rjssob
HOOD
offline
Link
 
Originally posted by Mike Martz
Yeah terrible don't show us that thing again


Please elaborate oh epic fail...
 
haole
the one who knocks
offline
Link
 
The newest fad, it seems to me, is to create the "All Aura" offensive line. What are your thoughts on this?
 
drewd21
offline
Link
 
Originally posted by haole
The newest fad, it seems to me, is to create the "All Aura" offensive line. What are your thoughts on this?


New??
 
WiSeIVIaN
online
Link
 
Originally posted by haole
The newest fad, it seems to me, is to create the "All Aura" offensive line. What are your thoughts on this?


Most of the last 20 WL champs have been one of GLB's 4 largestnetworks. All these networks' two greatest advantages is that they have all-aura o-lines of well built olinemen.

If you aren't getting 10 aura and 10 pummel on your o-linemen at this point, you don't know how to build olinemen.
 
tpaterniti
Lead Mod
offline
Link
 
Originally posted by Theo Wizzago
Gonna back wise here. I'm a minority QB builder... I believe the Pocket Passer is the better arch than the Deep Passer but I admit being in the minority in that approach. My reasons (and, coincidentally, my QB builds follow this logic as well) are that the Pocket Passer arch stresses Accuracy over Distance and I've always liked accuracy over distance (which makes me probably the ONLY Raider fan to think that ). Also I prefer the short passing game over bombs all day (another dagger in my Raider heart ). So when I build them, I prefer my Vision to be higher than my Strength. Generally, I get pretty good completion %'s but this game is severely tilted to the running game so to expect completions %'s in the 70's or better is kinda psychotic thinking. If you can get close to 60 (for a career)... or even INTO the 60's... then you've not only built a damn good QB but you've also had good receivers and a very good OC. Olines vs Dlines pretty much have been stagnant for many seasons now so you can count on your time to get the throw off to be fairly short usually. Your Qb had better be quick (release), smart (confidence), and accurate unless you want a lot of bad passes and failed throws.


This post is makes it seem like the choice between archetypes is whether you want vision or strength to be higher. In actuality, vision is a major of both. The real choice is whether you want strength (Deep Passer) or Confidence (Pocket Passer) to be higher, and since most people most definitely want strength higher than confidence, they pick Deep Passer. You could make a case if you felt very strongly about Pump Fake, which is a favored SA for Pocket Passer but not for Deep Passer.

Pocket Passer
A pocket passing QB must rely on his offensive line blocking to keep him safe, but he remains cool under pressure and knows how to hit his receivers in stride. His game is focused on accurate, high quality passing.
6'0" - 6'6", 200-260 Lbs
Major Attributes: Confidence, Throwing, Vision (+.67)
Minor Attributes: Agility, Stamina, Strength, Carrying (+.25)
Favored Special Abilities: Pump Fake, Tight Spiral
Penalized Special Abilities: On the Run, Dump Pass

Deep Passer
A deep passing QB is often known as a gunslinger. He is not particularly mobile, but he can throw deep bombs and bullet passes with ease. He plays best when his offensive line can keep him protected long enough to hit the deep pass.
6'0" - 6'6", 200-260 Lbs
Major Attributes: Strength, Throwing, Vision (+.67)
Minor Attributes: Agility, Confidence, Stamina, Carrying (+.25)
Favored Special Abilities: Tight Spiral, Turn the Shoulder
Penalized Special Abilities: On the Run, Dump Pass
 
kuhndog
offline
Link
 
Can you remove your player from a team with an inactive owner or does the owner have to cut you?
 
Bluesman
bluest blues
offline
Link
 
Originally posted by kuhndog
Can you remove your player from a team with an inactive owner or does the owner have to cut you?


To be released from a team with an inactive owner you have to wait until he is inactive for two weeks then p.m. support, they will then make it so you can be released from the team.
 
Page:
 


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