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Forum > FAQ's, Player Guides and Newbie Help > What's your favorite archetype to use as a Force Fumble Gunner?
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Mine is a hard hitter Free Safety, but not happy with some of the S.A. penalties.

How much of a penalty is there to the Red S.A.'s?
 
sunder B
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I've had the best luck with HH SS's

If I recall when catch22 posted about the penalties after being let go, they were about 20 or 25%. I don't specifically recall. I probably should have pasted them into a private or team forum somewhere.
 
Theo Wizzago
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HH LB's. Why? I no longer have the link to it but Bort once posted that the WEIGHT and SPEED of the collision has as much (or nearly as much) to do with the causing of the fumble as the skills do and the CB's and Safeties are lighter than the LB's.
 
budokee
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Originally posted by Theo Wizzago
HH LB's. Why? I no longer have the link to it but Bort once posted that the WEIGHT and SPEED of the collision has as much (or nearly as much) to do with the causing of the fumble as the skills do and the CB's and Safeties are lighter than the LB's.


so the Weight matters ? i thought the weight/height only matter for the attributes.... it didnt affect the game
 
sunder B
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But with the Lbs that speed part of your equation is way lower. Hard to get 145-150 speed on a HHLB
 
TJ Spikes
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hhFS is about as close to perfect as is gets

1st step in the first slot of the top tree, with SV available later

WuT & DT then green in BH

All you have to do is add MH as the first SA and then Head Hunter later, and it's really good


In theory, you could do a combo, because MH is the heart of the build anyway... but in doing so, you lose a metric ass ton of Vision, which opens up Jukes, and if you don't even attempt the tackle, then you can't attempt a fumble. Not worth it IMO...
 
Theo Wizzago
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Originally posted by budokee
so the Weight matters ? i thought the weight/height only matter for the attributes.... it didnt affect the game


It matters in this way. Consider a Volkswagon Beatle colliding head on with a Cadillac. Now imagine a 3/4 ton Dodge pickup colliding with the same Caddy. Which one is likely to do more damage? That's what I got from the post. The heavier the dot, the more violent the collision, the more likely the ball is to get jarred loose. That said, the more weight your dot has, the harder it is to get the speed way up there. Still, a fast moving feather vs a slightly slowed moving bowling ball... I'll take the bowling ball if I'm wanting to cause the fumble.
 
TJ Spikes
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Originally posted by budokee
so the Weight matters ? i thought the weight/height only matter for the attributes.... it didnt affect the game


http://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=3713826&page=19#32784074

 
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Originally posted by TJ Spikes
hhFS is about as close to perfect as is gets

1st step in the first slot of the top tree, with SV available later

WuT & DT then green in BH

All you have to do is add MH as the first SA and then Head Hunter later, and it's really good


In theory, you could do a combo, because MH is the heart of the build anyway... but in doing so, you lose a metric ass ton of Vision, which opens up Jukes, and if you don't even attempt the tackle, then you can't attempt a fumble. Not worth it IMO...


How many points in "Change direction S.A." does it take to overcome the negitives of the penality?
 
7steeladonis
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I use HHLBs for weight and they can fill in at LB and support the run without costing you a roster spot
 
thermon
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Originally posted by F00tballJunkie
How many points in "Change direction S.A." does it take to overcome the negitives of the penality?


how many licks does it take to get to the center of a tootsie pop?


Edited by thermon on Mar 18, 2018 11:24:32
 
TJ Spikes
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Originally posted by F00tballJunkie
How many points in "Change direction S.A." does it take to overcome the negitives of the penality?


it doesn't work like that. CD adds a bonus to the turning ability of your dot. Even if it's red, it's still a bonus.

The problem with Red is that, SAs cost more all the way up

1-1-2-2-3-3-4-4-5-5... so 30 SPs is what you'd have to spend to only get 16 SPs worth of benefit (if it wasn't red). You're essentially throwing 14 SPs in the toilet (maybe more, depending on the exact negative % bonus thing). If you spend fewer SPs, the less gets wasted, but the effect is also lessened. Like if you go to 8 instead of 10, you're only spending 20 SPs, to get maybe 9 SPs worth of benefit--throwing only 11 away.

That might be worth it to certain SAs for certain builds, for others there probably better ways to spend those SPs.

If you're doing an SA that gives a chance to fire based on it's level, like Juke or 1st Step... that's when it gets really rough. You could spend 20 SPs and almost never see it fire, or spend 30 SPs to only have it fire once in a while. If you want to get a Red to fire off regularly, that usually requires an AEQ slot on top of whatever you spend to get a decent fire rate. You might have to get up to 14 total, so the Red will bring it back down to a 10 equivalent.
 
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I understand. Thank you for making that clear.
 
budokee
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Originally posted by Theo Wizzago
It matters in this way. Consider a Volkswagon Beatle colliding head on with a Cadillac. Now imagine a 3/4 ton Dodge pickup colliding with the same Caddy. Which one is likely to do more damage? That's what I got from the post. The heavier the dot, the more violent the collision, the more likely the ball is to get jarred loose. That said, the more weight your dot has, the harder it is to get the speed way up there. Still, a fast moving feather vs a slightly slowed moving bowling ball... I'll take the bowling ball if I'm wanting to cause the fumble.


i know in real life works like that, but i wasnt sure about the game

Originally posted by TJ Spikes
http://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=3713826&page=19#32784074



Thanks, TJ!
 


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