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Originally posted by Sonic
The game mechanics though hasn't changed much since much of that was stocked up in that thread.

I've been wondering with my WR whether taking Catch Fake to 9 and having carrying at 59 is better than having carrying at 57, Catch Fake at 7 and both Route Run and Sticky Hands to 4 (both penalised/red SA's) instead of zero investment in the two. Especially if catching will be 95.


With 95 catching, I don't think an investment in sticky hands would be worth much. Depending on your dot's speed and agility numbers, I could see some value in pumping a few points into Run Route. FWIW, my next speedster WR will have 10 RR even though it is penalized.
 
Whiley
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I'm intrigued to see what a 180+ speed WR even looks like on sim and see if it would even work
 
Montoya829
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180 speed would mean either catching or agility will he severely hampered.
Edited by Montoya829 on Jan 12, 2017 12:53:15
 
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Originally posted by Montoya829
180 speed would mean either catching or agility will he severely hampered.


This...the best super speed WRs this game has ever seen were created by monsterkill. Andre Nowzik and Rodney Ruxin. 170 speed, 84 agility, 76 catching....but they got shit done back in season 33...(iirc).
 
kelinstewart
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Just come back . Looking for work
 
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Originally posted by Dave Mr Majors
This...the best super speed WRs this game has ever seen were created by monsterkill. Andre Nowzik and Rodney Ruxin. 170 speed, 84 agility, 76 catching....but they got shit done back in season 33...(iirc).


I love conversations of this sort! Pretending you were going to re-create that build, what SAs would you suggest?
 
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Originally posted by Larry Roadgrader
I love conversations of this sort! Pretending you were going to re-create that build, what SAs would you suggest?


http://glb.warriorgeneral.com/game/player.pl?player_id=2296209

It's open, so take a look. Before he hit day 480, he had 1's in HF, Spin, and Juke. I've attempted a handful of similar dots, but I never pushed for 170 speed.

http://glb.warriorgeneral.com/game/player.pl?player_id=4351070
http://glb.warriorgeneral.com/game/player.pl?player_id=4410926
http://glb.warriorgeneral.com/game/player.pl?player_id=4410929
http://glb.warriorgeneral.com/game/player.pl?player_id=4578486
http://glb.warriorgeneral.com/game/player.pl?player_id=4604584

A couple of points about dots like this...if you're going to build one, you actually need to build two. To effectively integrate these dots into an offense, you need two of them to drop in the same depth chart slot. You can't expect the same performance out of a 155 speed WR, and therefore, you have to be able to isolate them.

If I was going to recreate those dots, I would concentrate on 4 SAs...Quick Cut, Juke, Catch Fake, and Run Route. First Step would get some love, but I wouldn't be concentrating on getting it to 10. Yes, Run Route is penalized, but I don't give AF...it's worth it. I flip flopped back and forth on agility > catching, and vice versa. I am firmly on board with the belief that agility needs to be higher than catching. The last dot I posted was kinda following these guidelines...but I needed more in SAs.

FYI, monsterkill never multi-trained Andre and Rodney...
 
DiMo28
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So Theo made a valid point that seems to either be missed or not believed.

Higher Carrying will increase the chance of Juke working AFTER catching the ball. And yes, receivers will do this occasionally if you have the right skills and tactics.

As stated, Carrying does not help Juke when running the route.
 
Sonic
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Originally posted by DiMo28
So Theo made a valid point that seems to either be missed or not believed.

Higher Carrying will increase the chance of Juke working AFTER catching the ball. And yes, receivers will do this occasionally if you have the right skills and tactics.

As stated, Carrying does not help Juke when running the route.


Where did you get this from?
 
Greywolfmeb
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Originally posted by Sonic
Where did you get this from?


Probably here...
Carrying : Does your WR fumble a lot or have trouble holding on to passes when getting hit? Higher carrying skill will help him hold on to the ball when hit hard, including during a catch attempt. Higher carrying will also help him break tackles more easily, and use abilities such as head fake and juke more effectively.
 
Theo Wizzago
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Gosh. Thanks guys. I actually thought I was wrong. I know I've lost so many of my old notes over the years and have become a touch apathetic about things here but my memory ain't dead yet. Older... lost a lot maybe... but not dead.
 
rjssob
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Originally posted by Dave Mr Majors
http://glb.warriorgeneral.com/game/player.pl?player_id=2296209

It's open, so take a look. Before he hit day 480, he had 1's in HF, Spin, and Juke. I've attempted a handful of similar dots, but I never pushed for 170 speed.

http://glb.warriorgeneral.com/game/player.pl?player_id=4351070
http://glb.warriorgeneral.com/game/player.pl?player_id=4410926
http://glb.warriorgeneral.com/game/player.pl?player_id=4410929
http://glb.warriorgeneral.com/game/player.pl?player_id=4578486
http://glb.warriorgeneral.com/game/player.pl?player_id=4604584

A couple of points about dots like this...if you're going to build one, you actually need to build two. To effectively integrate these dots into an offense, you need two of them to drop in the same depth chart slot. You can't expect the same performance out of a 155 speed WR, and therefore, you have to be able to isolate them.

If I was going to recreate those dots, I would concentrate on 4 SAs...Quick Cut, Juke, Catch Fake, and Run Route. First Step would get some love, but I wouldn't be concentrating on getting it to 10. Yes, Run Route is penalized, but I don't give AF...it's worth it. I flip flopped back and forth on agility > catching, and vice versa. I am firmly on board with the belief that agility needs to be higher than catching. The last dot I posted was kinda following these guidelines...but I needed more in SAs.

FYI, monsterkill never multi-trained Andre and Rodney...


To get Speed that high, what is the most you invested as far as SP's? Did you go higher than 8...Also, how bonus tokens would you burn to get training enhancements higher?
 
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Originally posted by rjssob
To get Speed that high, what is the most you invested as far as SP's? Did you go higher than 8...Also, how bonus tokens would you burn to get training enhancements higher?


I think the last point I spent in speed on those dots cost me 19 SPs to go from 99 to 100. Speed was 5 star enhanced. On some of those dots, I 2-star enhanced agility, catching, and stamina, while 1 starring everything else I trained. On other dots, I just 1-star enhanced all of the skills besides speed. See Advanced guide version 3.

https://docs.google.com/document/d/1fwZX6NvaZ1oScZZRzyvs4NOuCGRsnMYwzIkvFxD82BY/edit?usp=sharing

Alternatively, you could start out the way that I described there, and after you flip speed over 100, you could skip multi training and do a whole bunch of Normal training. That is what monsterkill did for his dots.
 
rjssob
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Other than 3 stars, I never thought going to 5 star enhanced made that much of a difference...
 
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Originally posted by rjssob
Other than 3 stars, I never thought going to 5 star enhanced made that much of a difference...


5 stars makes a big difference when you are pushing 1 attribute to the max. Especially on a 5 major skill dot, which will take longer to get to 100. The only way that you can get 112 natural speed on a WR is to train above 100, and with 5 stars, you get 2% per normal training. At 4 stars or less, you still only get 1%.
 
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