Originally posted by PinTBC
Taut,
We've been playing with different builds on DE.
On two different teams we have:
60 str, 90+ Spd, 74+ Agil (10 first step, 10 shed block, 9 tunnel vision)
55 str, 74 speed, 90+ agil
70 str, 65 spd, and 84 agil
90+ str, 67 spd, and 68 agil
81 str, 76 speed, and 71 agil (This particular guy has 13 shed block)
All have more than 60 vision, with mid 50s to mid 60s in tackle.
Not one of those DEs are performing at what I would consider a decent rate. Our last game (bottom four DEs) was against a CPU team, and the DEs had almost no effect on the game.
So, you may be perfectly correct that these DEs may or may not be built correctly for specific tasks, but there should be decent uses for each type..
The Strength based should be good at holding the line against a TE or OT, specially with decent Agility to match the tackle.
The speed guy certainly should be able to beat the tackle to the corner, he may not be able to make the turn to get to the QB, but with his speed, if he avoids the tackle (decent agility) he certainly should be able to be a factor in an outside pitch.
The Balanced guys should be decent all around, supposedly that is what the Sim is being designed for...
Yet in 2 games (one against a CPU team) the last four DEs on that list have 0 sacks, and 1 hurry.. To go along with minimal tackles.
PinTBC
I don't disagree that there is a problem...the "sweet spot" for DEs seems to be very specific, probably too specific. I too have played around quite a bit, and I have found that a wide variety of DE builds just don't do anything except fall over occasionally...and that is frustrating. And the fact that CPU opponents can fend you off is equally frustrating (haven't had that happen to me...not sure what that's about honestly).
My only point is that there are *some* possible builds that have decent performance, and at least one path for dominant performance...it's not as though the door is completely closed. It's all a matter of scale, in my mind. I think the outrageous numbers in season 6 set the bar way high for what a "dominant DE" ought to look like, and while there is an issue, we should also take an objective look at what is possible right now.
DEs have some impact, they are not invisible. Just a little hard to spot in some games
Taut,
We've been playing with different builds on DE.
On two different teams we have:
60 str, 90+ Spd, 74+ Agil (10 first step, 10 shed block, 9 tunnel vision)
55 str, 74 speed, 90+ agil
70 str, 65 spd, and 84 agil
90+ str, 67 spd, and 68 agil
81 str, 76 speed, and 71 agil (This particular guy has 13 shed block)
All have more than 60 vision, with mid 50s to mid 60s in tackle.
Not one of those DEs are performing at what I would consider a decent rate. Our last game (bottom four DEs) was against a CPU team, and the DEs had almost no effect on the game.
So, you may be perfectly correct that these DEs may or may not be built correctly for specific tasks, but there should be decent uses for each type..
The Strength based should be good at holding the line against a TE or OT, specially with decent Agility to match the tackle.
The speed guy certainly should be able to beat the tackle to the corner, he may not be able to make the turn to get to the QB, but with his speed, if he avoids the tackle (decent agility) he certainly should be able to be a factor in an outside pitch.
The Balanced guys should be decent all around, supposedly that is what the Sim is being designed for...
Yet in 2 games (one against a CPU team) the last four DEs on that list have 0 sacks, and 1 hurry.. To go along with minimal tackles.
PinTBC
I don't disagree that there is a problem...the "sweet spot" for DEs seems to be very specific, probably too specific. I too have played around quite a bit, and I have found that a wide variety of DE builds just don't do anything except fall over occasionally...and that is frustrating. And the fact that CPU opponents can fend you off is equally frustrating (haven't had that happen to me...not sure what that's about honestly).
My only point is that there are *some* possible builds that have decent performance, and at least one path for dominant performance...it's not as though the door is completely closed. It's all a matter of scale, in my mind. I think the outrageous numbers in season 6 set the bar way high for what a "dominant DE" ought to look like, and while there is an issue, we should also take an objective look at what is possible right now.
DEs have some impact, they are not invisible. Just a little hard to spot in some games
Last edited Apr 21, 2009 21:05:37