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Novus
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Theo, that might actually make me want to run a passing offense.
 
podger1001
Doom Bros Inc.
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I think Coyote is on point here. If memory (and experience) serves me, some attributes are inter-related. So maxing out speed and never investing in strength is inefficient in this game. It's like you are genetically wired for speed, but you never built up your muscles. So even though you are maxed out on speed, you never actually achieve it because you don't have sufficient muscles to 'power' it. May not be true for every attribute.

I don't think the maxed approach will work for every down positions. As Coyote wrote, a package player would be the route to exploit. For every down backs you'd need stamina and probably see too many situations that don't take advantage of you attribute to make the positive outweigh the negative. For instance, if you were going to attempt this with an O-line player, I'd do it with an interior lineman who has a chance for help than an OT that is more on an island. Or you'd want to have TE strong side to help or chip with a HB/FB as a back-up plan. Now, could you make an entire O-line that just came in on 4th and 1 packages and tossed everyone aside. Maybe.

To take the opposite of Coyote's super speedy WR, you could have a slow guy with great maxed hands that was a guaranteed 2 yards. And whenever you faced 2nd and 2 or less, 3rd and 2 or less or 4th and 2 or less the guy was an automatic 1st down. And only played in those packages. It's easier to do on offense for the simple fact you can control where the play goes. For instance if you create a LB dot specifically designed to shut to down the "ultimate 2 yard receiver' and they call a run play you're a liability. On offense, you can better control making the 'exploit dot' the first option/read.

But generally, the way to find your 'exploit' isn't about maxing any one attribute/skill, but in finding the minimum point for every attribute/skill. That allows you to 'pump' the ones 'that matter' to their fullest, and gain an advantage. And be an every down player. Take the group think, find the lower limits they never did, and use it to your advantage.

 
Guppy, Inc
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i've coached multiple STOPs with speed over 170. i also remember someone once built a wr with 176 speed. 1 dimensional players can be really useful on ST. i'm currently building a fs that i hope to get to 115 nat speed. his only purpose is for st. you just have to know what other attributes you must also train once its not worth training the 1 skill any more
 
tvhs96
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Here's my 170 speed WR (112 natural). He is useless with most routes, but he is very dangerous while running in a straight line. The catch ratio isn't great, but when it hits, it pays huge dividends. He lead Pacific Pro in receiving yards and led his conference in receiving TDs.

http://glb.warriorgeneral.com/game/replay.pl?game_id=2941081&pbp_id=1409386

http://glb.warriorgeneral.com/game/replay.pl?game_id=2940960&pbp_id=1353426

http://glb.warriorgeneral.com/game/replay.pl?game_id=2934637&pbp_id=612354
 
blackrock
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I did a 170 speed, 100 agility blitz CB a while back who was kind of fun. But he only needed to run like seven yards in a straight line. Bort nerved high end speed at some point, so the difference between 170 speed and 165 speed isn't much.

https://glb.warriorgeneral.com/game/player.pl?player_id=4548640
 
Bluesman
bluest blues
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Originally posted by blackrock
I did a 170 speed, 100 agility blitz CB a while back who was kind of fun. But he only needed to run like seven yards in a straight line. Bort nerved high end speed at some point, so the difference between 170 speed and 165 speed isn't much.

https://glb.warriorgeneral.com/game/player.pl?player_id=4548640


Dam and I just started a blitz cb where I was going to put 170 speed on him but instead of putting that high in agility i was going to drop agility to around 90 and still have higher vision (around 82-83) and tackling (80) on him. With the higher vision it would make jump the snap better imo, with higher tackling it would broaden the tackle radius and was going to put just a wee tad of jumping on the dot also to help with the diving tackles.

I was wondering if speed from 165-166 or so to 170 would be beneficial or not.
Edited by Bluesman on Nov 11, 2018 07:27:35
 
ProfessionalKop
Gangstalicious
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Originally posted by Theo Wizzago
I've actually hit 102-105 natural several times but, other than speed, I don't see a HUGE benefit to it considering how much it detracts from getting other important skills up higher. However, I've always wondered about a 180+ speed dot set to nothing but GO routes and hooked up with a mad bomber and an O-line that can hold up long enough. (Old School Raiders style football).


dont all dots end wih 102-105 in their main? at least on average
 
.spider.
Lead Mod
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I'm doing it with a punter
http://glb.warriorgeneral.com/game/player.pl?player_id=4710510
I want 180 without VAs so problem is need 122 natural....the biggest problem is SP cost is like 40:1 in the high teens and if you want to train 1 it's 100 days of training...I will get there but the rest of the build will be suspect...but I've figured out a better way to get there which should allow the rest of the build to be decent so trying it again
http://glb.warriorgeneral.com/game/player.pl?player_id=4724863
 
Bluesman
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Originally posted by ProfessionalKop
dont all dots end wih 102-105 in their main? at least on average


yes, if you don't then you are not doing it right.
 
Farlig
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99-100 for me.
 
Theo Wizzago
Coyote
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Originally posted by ProfessionalKop
dont all dots end wih 102-105 in their main? at least on average


Yeah. After I posted I realized my math was wrong and that I'd not only built 170 speed dots before but have seen plenty as well. Again, it really depends on both the position and how the OC (or DC or ST coach) is going to use the dot. QB's punters, and kickers almost always hit 170 in their primary (unless it's a RQB and even then some hit 170 speed). O-linemen and some DT's hit 170 in strength quite often (built a few of those myself). Some CB's hit it too. I think, because LB's and Safeties tend to be needed to do both aspects of the game (stop run and pass) that their numbers tend to get more balanced out and 170 speed is a bit rarer. DE's too. When it comes to HB's, FB's WR's and even TE's, it all about usage. Case in point is I built a super speedy HB but, because of the need for speed and high agility (since he wasn't gonna have enough strength to power through tackles), I didn't get quite enough carrying and he fumbled too often for my tastes. I notice many HB's going with much more carrying and even more strength while settling for a little less speed (155-165).
For the WR I proposed I would suspect top speed would need to hit 173-180+ (higher is better) to be sure to be faster than 99.9% of most DB's.
 
Bluesman
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Originally posted by Farlig
99-100 for me.


well you are the exception to the rule, you know what you are doing
Edited by Bluesman on Nov 11, 2018 14:09:05
 
Farlig
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Originally posted by Bluesman
well you are the exception to the rule, you know what you are doing


I want the unedited version
 
Bluesman
bluest blues
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Originally posted by Farlig
I want the unedited version


ok I will take the emoji back out of the post
 
Dr. E
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Originally posted by Theo Wizzago
I get that a super max speed dot would be worthless if used that way. My idea was a WR that only ran ONE type of route... Straight down the field... so agility wouldn't be as important (stamina still needed a little bit). Would be a limited use dot for sure (say WR 4 or WR 5 only and then the packages would have to reflect the correct plays to make sure you weren't running dumb routes he couldn't do right... bombs only). In the end only 6 skills would be really needed... Speed, speed, more speed, even more speed, catching and a little stamina. And he doesn't need to be overly psychotic (like what Norse is suggesting)... just faster than anything else on the defense. Say 108-112 natural speed with 4 AEQ all in speed for an end of 166-170 (maybe more???). Fast enough to get behind the coverage, catch the bomb, and outrun everyone to the endzone. Catch In Stride and Make Catch would be very important.


He needs the agility to accelerate, and if he doesnt have enough stamina, he tires and never makes the potential top speed.
 
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