User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz > Closing Speed or MT% on FS
Montoya829
offline
Link
 
My FS is not overly strong and won't be he is a zone coverage FS, I rolled and got a +3 speed piece of eq on my second roll for my second piece which I didn't have to convert. So I am wondering which would be more useful to my build? Closing speed or MT%?
 
Sonic
offline
Link
 
MT% if you haven't already, then any other % gear your having before SA's is usually the best policy as you can't stick SP's into % gear to make it stronger.
Edited by Sonic on Nov 14, 2018 19:13:50
 
Guppy, Inc
offline
Link
 
standard answer is to ask your coaches.
 
Sithas~Cult~
FireDown!
offline
Link
 
Originally posted by Guppy, Inc
standard answer is to ask your coaches.


or make a root beer float
 
Novus
offline
Link
 
There was another thread in here recently which pointed out that Closing Speed only works as long as you're a certain distance from the ballcarrier, and once you get within that distance, the bonus from Closing Speed disappears. As such, it might be able to help if you're ahead of the ballcarrier and are trying to cut off his angle, but it's utterly useless if you're behind the ball carrier and trying to catch up -- you'll close the gap up until you get close enough for Closing Speed to cut off, then slow down until you're far enough away for Closing Speed to activate, then speed up, then slow down, etc, all the way until the play ends.

So, I'd probably go with Make Tackle %. But yeah, ask your coaches first. But if they say Closing Speed, I'd make sure they know about the details of how it works.
 
Theo Wizzago
Coyote
offline
Link
 
If you don't get the answer you're looking for then I can offer you this bit of advice with AEQ. If at all possible there are only 3 quality choices when deciding what to add on to a +3 skill piece.
#1 choice is the 5% bonus your dot most desires for it to do it's best work (like Hold Block for an O-lineman). This will benefit your dot the most and is what virtually all coaches and dot builders go for.
#2 choice is the highest SA on your preferred tree or the highest 'favored' SA on your preferred tree. The higher the SA is on the tree, the more BT's it takes to raise it up any... so if you can use your AEQ to boost that SA then that a lot of BT's you can use elsewhere.
#3 choice is your bonus SA you got when you built the dot (example; Your O-lineman purchased Pummel as his extra SA.) While this SA isn't on the tree and therefore only costs whatever BT's it takes to push it up, you'll still save those BT's for use on your SA tree if you choose this option... but it's the 3rd option for a reason. The better choice is #2 or #1.
 
Farlig
offline
Link
 
With closing speed, there should be a slow down period where if you can get within the 5 yards and CS shuts off you should gradually slow down from say 10 mph to 5 mph and you could possibly still catch the dot. This all of course depends on the top speed of both dots as to how much of an impact the chasing dot can have during the slow down period. I don't think it's as cut and dry as people have made it out to be that if you are trying to chase someone down from behind there is zero chance that you'll catch the dot because of how CS works.

That being said, I always suggest taking % pieces over SA pieces since you can't improve %'s with SP. Especially if you don't have a MT% already and aren't overly strong you may need the % piece to help as your FS will be the last man standing a lot of the time between the O dot and the end zone.
 
TJ Spikes
offline
Link
 
The only reason to not take % pieces is if you get pinched for BTs to finish all of your upgrades.

If I was you, I'd get the rest of my shopping done before adding anything. You could get 3 more MT% pieces in the store the very next time you roll. Or the next 3 times you roll, or never see MT% again.

Fwiw... IMO... The best use of CS is on a high Tackling FS to support the run defense. Using it to catch WRs can be hit or miss like Farlig said. Being able to hang back in the secondary, closer to the middle of the field, and then have CS fire on a sweep or screen can change a 3+ yard gain into a TFL.

 
Theo Wizzago
Coyote
offline
Link
 
Hope this helps you.

If you're going to BUILD your AEQ pieces, then you need to know that maximum costs for any piece which is as follows;
50 BT's to purchase +3 to the skill of your choice.
75 BT's to purchase the 5% bonus of you choice. (Note, SA additions cost less.)
300 BT's to completely upgrade the piece.
Total MAX cost for each built AEQ piece is 425 BT's.

If you're going to SHOP for your piece you can choose many ways to go but here is what I've been doing for years and years now and I continually get 90+% of all my dots all 4 AEQ pieces for much less than building them AND that also means I can train on multi-train longer before switching to light training. ALl of my current dots (except for the youngest that isn't able to shop for his pieces yet) have 4 AEQ pieces and were gotten using this method.

I start as soon as intelligently possible... which is level 31 (Monty covered that well above).

PLAN!!! I cannot emphasize this enough. PLAN it out. Know exactly WHAT pieces you MUST have... what pieces you WANT... and what pieces you will ACCEPT. Below is a list of pieces and their quality/value, in order, so you can see what I'm talking about.

#1. +3 to your primary skill & 5% bonus of choice. This is the perfect piece. It's the most expensive to build.
#2. 5% bonus of choice but NO skill bonus. Costs 50 BT's to add on the skill of your choice.
#3. +2 to your Primary skill & 5% bonus of choice. I use to think this was a #4 piece but the amount of time and BT's you save by settling for this piece is much more valuable than the following piece which I use to have here.
#4. +3 to your primary skill with NO bonus to any SA/ability. It costs a MAX of 75 BT's to add on the 5% bonus of your choice.
#5. +3 to your Primary skill & a +1 to the SA of your choice. A very good piece.
#6. +3 to any SECONDARY skill (not a blue star but a gold star skill) & a 5% bonus of your choice.
#7. +3 to any TRICIARY skill (a blue star skill important to your build design) & a 5% bonus of your choice.
#8. A +1 to any SA of your choice with NO bonus to any skill. Costs 50 BT's to add on the +3 skill bonus.
#9. +3 to any SECONDARY skill (not a blue star but a gold star skill) with NO bonus to any SA/ability. It costs a MAX of 75 BT's to add on the 5% bonus of your choice.

ANY other piece is simply a waste of time and BT's. IMO.
I also only shop for the 1st 3 pieces... then, depending on how lucky I was shopping, I might try to shop just a few times for the 4th, but not more than 2 or 3 refreshes. Why? Because it costs 15 BT's to 'Swap Out' a piece and there's only 4 different pieces you can get; Head, Hands, Feet, and Body. The first piece is the easiest to get because anything works. After you get your 1st piece, then you don't want a second one that goes in the same place... I'll take it if it's an awesome piece and spend the 15 BT's to swap it but that's 15 less BT's in your pocket... which is 1/2 of an upgrade. It's not something you want to do a lot of. So the more pieces you get, the tighter the pool becomes. Trying for the 4th piece generally is an exercise in frustration. Rather than spend a LOT of BT's and time shopping for it, it's much easier to just build it instead. Problem solved.

DO NOT let good pieces slip past in search for the perfect piece... it generally ends up costing you a LOT more BT's doing that and can be extremely frustrating. I swear the game knows whenever I have done just that... let a +3 only piece slip past hoping for something better and then spending 40 more BT's shopping just to get a replacement for the piece I let slip by.

Also Monty is right about your CEQ as well. Rather than trick it out every single time an upgrade is available, just do the 1st two upgrades (initial purchase gives you +6 to your skill, the second one lets you select the SA tree) only and wait on further upgrades until you have finished shopping for your AEQ. This way, if you DO end up selecting a piece that isn't quite 'perfect' but is really good, then you can use your CEQ to make up for the difference.

Lastly, I have a rule of only refreshing the shop 4 times per visit. Why? Because it costs 3 BT's every time you refresh. 3 times 4 is 12 BT's for a shopping trip. Every time you multi-train (if you're training 4 way) you get 12 BT's. This way I always refresh my BT's back up and it keeps me from doing stupid which happens to so many who shop for BT's. They refresh, don't get quite what they want, refresh, still don't get it, refresh again and again ans soon believe that surely the next refresh MUST bring them a good piece. They end up spending 100 BT's just shopping for ONE piece. Bad. Very bad. I have a cutoff when I shop at 48 BT's (that's 4 shopping trips at 4 refreshes per trip). After that, I give up and build the piece. It doesn't happen very often (to me, anyways), but when it does, I then build the dot as a 3 AEQ dot and build ALL the pieces rather than just continue to pound my head against the wall. This usually only happens when you're building a non-standard style dot (example would be a RQB you want to build as a power style runner).
In the end, be smart. PLAN it out. Keep track and know where you're going and what you want/need. Shopping works usually and usually works best. Building is easier to plan for but will cost you more BT's that way. Choice is yours.


-----------------------Also this as well--------------------------------

Early use of BT's depends on which way you decide to build a dot. There are 2 ways (when using the 4-way multi-training method... which is what most everyone does) to go about it.

#1, you are going to train your primary skill from the very beginning to the very end of the dots' life. In this way you purchase your primary skill as a fixed training slot along with 2 other skills you plan on training all the way as well. The last remaining slot you rotate various important skills in and out as you need to create your build. For O-linemen, QB's, Kickers, Punters, and a few other types of builds, this style works best and makes for the best builds for those kinds of dots.
If you go this route, you should probably 3x enhance all of your fixed training skills. You MIGHT consider 1x or 2x enhancement of SOME of your other skills important to the dot. One of my faves is to 2x Stamina since I will train it and it IS very important. Something like Vision you might 1x enhance (if important to the build). Generally speaking, it's up to you for those secondary skills you plan on training (usually blue star skills) if you want to spend a little BT's or not.

#2, You do NOT plan on training your primary skill past a certain point so rather than purchase a fixed training slot for it you are better off using those fixed training slots for skills you DO plan on training all the way... OR... in some cases you only have 2 skills you plan on training from start to finish so you can purchase a 4th fixed training slot which you plan on swapping out with one of your other fixed training slots later in the build. This type of approach is something you use for specialty builds. An example would be something like a Power WR build where you're trying to build a dot that can both block on outside running plays AND can actually work as a possession WR in the passing game. (I build these a lot lately). Since I need MORE quality in SEVERAL skills (Speed, agility, strength, catching, carrying, blocking, jumping, vision, stamina)... I need to be able to be more flexible with my multi-training. So I'll 2x enhance more than usual and also purchase an extra fixed training slot for a skill. These types of dot require serious planing and sticking to that plan like duct tape.

In the end, planing the build out really helps a lot (especially IF you do not use the VPB or don't have one that works). I've used these techniques for many years now and generally end up with about 180-200+ BT's by the time level 31 comes around... plenty to shop with. If, however, you are choosing to BUILD all your AEQ, then you WILL need more BT's... so you might not spend those extra BT's on enhancements to secondary skills just to be SURE you have enough to buy everything you need.


------------------END------------------------------
 
Novus
offline
Link
 
Theo!
 
darncat
offline
Link
 
Originally posted by Theo Wizzago
If you don't get the answer you're looking for then I can offer you this bit of advice with AEQ. If at all possible there are only 3 quality choices when deciding what to add on to a +3 skill piece.
#1 choice is the 5% bonus your dot most desires for it to do it's best work (like Hold Block for an O-lineman). This will benefit your dot the most and is what virtually all coaches and dot builders go for.
#2 choice is the highest SA on your preferred tree or the highest 'favored' SA on your preferred tree. The higher the SA is on the tree, the more BT's it takes to raise it up any... so if you can use your AEQ to boost that SA then that a lot of BT's you can use elsewhere.
#3 choice is your bonus SA you got when you built the dot (example; Your O-lineman purchased Pummel as his extra SA.) While this SA isn't on the tree and therefore only costs whatever BT's it takes to push it up, you'll still save those BT's for use on your SA tree if you choose this option... but it's the 3rd option for a reason. The better choice is #2 or #1.


i can think of #4:
say you want to get 9 or 10 in an SA thats further down the tree without spending on the priors
for ex, say my C wants 10 in cut block and pancake but doesn't care about hands
you'd save the most SP by getting AEQ for those and not having to buy excess hands to fulfill the requirements
 
darncat
offline
Link
 
In any event, i'd personally recommend a +5% MT for just about any defensive player... especially a safety
its a tough call though, because you will probably eventually roll a MT piece (if you get lucky and roll anything good.)
what i would actually do is buy that +3 speed piece, delay upgrading it, then try to roll a MT piece next.
if all things work out, you will roll a MT%, get that, and then u can use the +3 for a SA if you want.
if all else fails and you can't roll an MT% (i'd say you probably want a deflect% as well) you can
spend the 25 extra BT to make the +3 a +5% piece. this is just my opinion, but i wouldn't pass up the +3 in main att
(you can sometimes roll all day and not find what helps you) nor would i upgrade it until i knew what else i had rolled
because the +5% upgrade, costing 75 BT, to me is a last resort only if you cant roll it

and to reiterate what farling said, CS won't help you in pass defense at all, but it will help when yr in deep zone far from the guy with the ball
i personally think it is pretty good, but not at the expense of a MT%... no point getting there a bit faster if you can't make the tackle anyhow
Edited by darncat on Nov 15, 2018 10:57:23
Edited by darncat on Nov 15, 2018 10:53:55
 
Theo Wizzago
Coyote
offline
Link
 
Originally posted by darncat
i can think of #4:
say you want to get 9 or 10 in an SA thats further down the tree without spending on the priors
for ex, say my C wants 10 in cut block and pancake but doesn't care about hands
you'd save the most SP by getting AEQ for those and not having to buy excess hands to fulfill the requirements


That's what #2 is. By ''highest on the SA tree' I meant the one the farthest to the right because it's the most costly in SP's.

One I did forget though is that I've seen some dot archetype's where there's a SA on the NON-prefered side of the tree that you would like to have but it's stupid to spend all the SP's you would have to to get it. I can give a few quick examples;

A Run Stuff DT: The SA 'Strong Base' is a good one but it's on the wrong side (IMO). It's the #4 on the pass rusher side and a good one to get if you can.

I actually did this for one of my builds... a Hard Hitter LB: Super Vision is a 'coverage LB' SA tree that is a good one to have. Even 6 (standard # for a piece of AEQ) is better than 0.

Run Stuff DE: This one I did the other way and wished I didn't... Shed Block in in the Pass Rusher side of the tree and I was only able to push it to 4 by putting in SP's. Could've been 6 with AEQ and I could've spent those SP's on better things.
Edited by Theo Wizzago on Nov 15, 2018 18:16:34
 
darncat
offline
Link
 
ah, i thought you meant the 5th one so far as the extra cost is concerned,
i see you meant the last you're using. obviously though getting the 5th SA saves the most SP if you're using it,
but yeah, it can apply to any of the SAs if you don't want the cost of the required SAs earlier on the tree

I thought of one more (because that is what my brother is doing for our FB):
if you already have purchased the 2nd additional SA, and need a third, but the BT cost is too high.
The FB in this instance is built for juke/spin/hurdle, and the cost of the 3rd extra SA just wasn't feasible,
so he has an AEQ for Spin and will get 3 more from the CEQ therefore not having to spend the 70 BT
(or any SPs on the SA either). I think it will work because he already had the three +5% AEQ he needed-
Going without spin would have been ludicrous with 95 agility, and juke seems necessary because it helps both
with the route running and ball carrying. The hurdle is somewhat a character choice (Smash E Bulls and Crash E Cows
jump over moons) but also with such high speed, and that angle FB pass routes get, most of the tackles on him
are of the diving variety, the vast majority- so theoretically he could have a track and field day with hurdle lol
that is the plan anyhow...
 


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