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darncat
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Originally posted by Guppy, Inc
does any one really care about non finished builds? the question should be whether a finished dual role build has any value.


Exactly this, and its still unknown. Finally gonna see this season!
Her build is based on fake% and juke/pump fake, but only now will she finally have that.
So much success of a QB also has to do with the team, and we were lucky this off-season
to be able to replace all the inferior o-lineman who left complaining about PT with top-flight guys
to go along with the top-flight guys on the line we've had since we started the team.
A great O-line, imo, is one of the most important things for a team's success-
people overlook the non-glamour positions sometimes, but they might be more important than any other.
 
darncat
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Originally posted by JB99
That is exactly the type of player im looking to build. Really im looking for about 5-7 big plays a game. Rushing for a first down on 3rd and long. Completing a long pass to set up the offense in scoring range. Scrambling to buy tim for receivers to get open. Im not looking for 300 pass yards and 300 rush yards a game. Im looking to make a dynamic game manager.


Originally posted by Theo Wizzago
Given those parameters, I would shoot for these numbers and you'll want the Scrambler arch as it's the only one that emphasizes Speed.


I like the direction you're going with that. I however went agility first, as i think its a scrambler's biggest advantage.
Agility seems to make everything better, and even with kinda low passing and crummy speed, you still see a high agi
QB able to look very fast running the ball and make passes you wouldn't think they could.

So i took that agility to 100, got passing close to that, and mid 140's speed w/ all the EQ into it.
However, that made it impossible to get that 90 strength, which seems like the most important att for long passes.
As you say, in this case shorter passes are going to be far more effective. Honestly, she seems to throw those
as well as anyone. Heck, when someone is open 30 yards downfield, she'll make that throw too.
Its when there is a tight window, 15, 20, 30 yards downfield where she will struggle and maybe
in an attempt to put it where only the receiver can get to it, she instead will put it where no one can get it.
But if you can get a guy wide open downfield she will make that throw every time.

Bullet pass is something to consider i think. It will increase the # of INTs, but really help a weaker armed QB
get the ball there in time when a guy is open. The only problem like i said is risk of INTs if the pass gets undercut
by an underneath coverage guy. Its a trade-off but it will give guys who aren't as strong a chance to hit those
open receivers while they are still open, if you can live w/ an occasional turnover.
 
ProfessionalKop
Gangstalicious
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You’re in reg pro #3. That’s not going to show us anything
 
JB99
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Originally posted by darncat
I like the direction you're going with that. I however went agility first, as i think its a scrambler's biggest advantage.
Agility seems to make everything better, and even with kinda low passing and crummy speed, you still see a high agi
QB able to look very fast running the ball and make passes you wouldn't think they could.

So i took that agility to 100, got passing close to that, and mid 140's speed w/ all the EQ into it.
However, that made it impossible to get that 90 strength, which seems like the most important att for long passes.
As you say, in this case shorter passes are going to be far more effective. Honestly, she seems to throw those
as well as anyone. Heck, when someone is open 30 yards downfield, she'll make that throw too.
Its when there is a tight window, 15, 20, 30 yards downfield where she will struggle and maybe
in an attempt to put it where only the receiver can get to it, she instead will put it where no one can get it.
But if you can get a guy wide open downfield she will make that throw every time.

Bullet pass is something to consider i think. It will increase the # of INTs, but really help a weaker armed QB
get the ball there in time when a guy is open. The only problem like i said is risk of INTs if the pass gets undercut
by an underneath coverage guy. Its a trade-off but it will give guys who aren't as strong a chance to hit those
open receivers while they are still open, if you can live w/ an occasional turnover.


The throwing is too low in that build. Im thinking at least 100. Im also thinking doing of building out of the deep passer arch. Because I dont see many short passes out of this QB. I want to be Intermediate to deep passer with running ability.
 
Rocdog21
Sancho
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Originally posted by ProfessionalKop
You’re in reg pro #3. That’s not going to show us anything


It's interesting how he went from Reg Pro 1 Elite, made playoffs, but then demotes down to Regional pro 3...Classic darncat move, demoting his team for an easy gold
 
TJ Spikes
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Originally posted by JB99
That is exactly the type of player im looking to build. Really im looking for about 5-7 big plays a game. Rushing for a first down on 3rd and long. Completing a long pass to set up the offense in scoring range. Scrambling to buy tim for receivers to get open. Im not looking for 300 pass yards and 300 rush yards a game. Im looking to make a dynamic game manager.


I was trying to stay out of this, but...

This isn't how the sim works. The defense will either scout and tag you, or they won't. That's why regular season success is relatively easy. Most teams don't do a lot during the regular season. Come playoff time, you will be tagged.

That's how regular season 140 QB rating becomes a playoff 40 QB rating, and a 9.3 YPC drops to 1.9 YPC. http://glb.warriorgeneral.com/game/player.pl?player_id=4705306&playoffs=1

The advantage (in theory) of a dual threat QB is to exploit defensive tags. If a team chooses to stop a running QB, they adjust the assignment of the safeties and/or linebackers. This would get some of the receiving targets out of double coverage. The QB has to be able to deliver a winning throwing performance when he gets shut down on the ground.

Conversely if the Defense treats him like a normal throwing QB he's got to have the wheels to exploit that.

The Ai within the sim doesn't allow for the level of control for the QB to be able to decide when to pull the ball down and run like Russell Wilson. At best you'll end up with a Kaepernick or Tebow that can't throw enough to be a real threat.

Building a good HB is hard. Build a good passing QB is hard. Building a good running QB is really hard. There just aren't enough Skill Points to build a good passer and then add running to it, or to build a good runner and then add throwing to it.

That doesn't take into account Equipment needs, or VA support.

You need to decide if you want to build an 'OK' regular season hero, or if you really want more out of your dot.

There is something to be said with being able to coast into the playoffs every season, and then just being a decoy in the playoffs. It's not a horrible idea, as long as you know what your getting into, and don't have delusional fantasies created by other people.

 
Rocdog21
Sancho
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Don't let the regular season success fool you either TJ. (though I get your point)

Originally posted by Rocdog21
4 Total TD's in your 9 losses, with 3 of those coming in 1 game is not impressive at all...All that says is your QB excels against scrubs. Damn incel

 
Rocdog21
Sancho
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Originally posted by JB99
The throwing is too low in that build. Im thinking at least 100. Im also thinking doing of building out of the deep passer arch. Because I dont see many short passes out of this QB. I want to be Intermediate to deep passer with running ability.


Ultimately it's your money and your dot JB, so you can do what you want with it. Just like a few other people have said, it probably will not work like you're expecting.

Personally, I think your best bet would be to buy a team, stick that dot on there so you have full control of it, and see what happens. Most of the decent OC's left probably won't take a dot like that, and any below average OC may not know how to use it properly, which is why I say buy and coordinate the team yourself.
 
JB99
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Originally posted by TJ Spikes
I was trying to stay out of this, but...

This isn't how the sim works. The defense will either scout and tag you, or they won't. That's why regular season success is relatively easy. Most teams don't do a lot during the regular season. Come playoff time, you will be tagged.

That's how regular season 140 QB rating becomes a playoff 40 QB rating, and a 9.3 YPC drops to 1.9 YPC. http://glb.warriorgeneral.com/game/player.pl?player_id=4705306&playoffs=1

The advantage (in theory) of a dual threat QB is to exploit defensive tags. If a team chooses to stop a running QB, they adjust the assignment of the safeties and/or linebackers. This would get some of the receiving targets out of double coverage. The QB has to be able to deliver a winning throwing performance when he gets shut down on the ground.

Conversely if the Defense treats him like a normal throwing QB he's got to have the wheels to exploit that.

The Ai within the sim doesn't allow for the level of control for the QB to be able to decide when to pull the ball down and run like Russell Wilson. At best you'll end up with a Kaepernick or Tebow that can't throw enough to be a real threat.

Building a good HB is hard. Build a good passing QB is hard. Building a good running QB is really hard. There just aren't enough Skill Points to build a good passer and then add running to it, or to build a good runner and then add throwing to it.

That doesn't take into account Equipment needs, or VA support.

You need to decide if you want to build an 'OK' regular season hero, or if you really want more out of your dot.

There is something to be said with being able to coast into the playoffs every season, and then just being a decoy in the playoffs. It's not a horrible idea, as long as you know what your getting into, and don't have delusional fantasies created by other people.



Your input is welcome. I am just going to try to build a dynamic game manager. He doesnt have to be excellent at anything just solid in a few areas. Im not sure if its possible but im going to try.
 
Novus
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Sounds like Brandon Wimbush.
 
Theo Wizzago
Coyote
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Originally posted by JB99
The throwing is too low in that build. Im thinking at least 100. Im also thinking doing of building out of the deep passer arch. Because I dont see many short passes out of this QB. I want to be Intermediate to deep passer with running ability.


Then I really think a reset of expectations is in order. You can get SOME of what you're wanting to accomplish, but not all. Given that you're seeking a Throwing QB that can run (not a running QB that can throw), then consider the primary skills you seek for the Throwing part of the build... then add in what you need to do some running as well. I still think that since Strength is a main skill (in tandem of Throwing) in what you're wanting to do as far as being able to be a competent passer primarily, then that's the main skill you should build around as a runner. Using the Deep Passer arch would be the best route IMO. Just add in more than the minimal amount speed needed worthy of the position for drop-back purposes (around 1st cap). If you could get to 70 (speed) or above, would be very helpful. And you would need at least one good Powerback SA to go with things like Pass Quality AEQ. Maybe as a bonus SA? But getting something like Surge or a Break Tackle piece of gear? That way, when your QB does scramble (or even do a power run play), it has some ability to gain positive yards. Doubtful you would get big chunks of yards but if you consistently got Positive yards out of that then I'd call that very successful.
 
Sonic
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I see that you'd need to have the support players around this dual threat QB able to make these situations available for it to work. If not, then your wasting either a free position/flex on a player that might be good but not have the opportunity to show this because of the supporting cast.
 
Theo Wizzago
Coyote
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I don't claim to be some crazy offensive genius but there's only 3 things you can really do on offense (in GLB anyways) and that's 'Run Outside', 'Run Inside', or Pass. How you do it and with what dots is the gig. A really good OC with the right dots can make a dual threat work... but, IMO, it's not a type of offense I would want as the main attack. Just as a bit of trickery to catch a defense napping now and then.
 
Guppy, Inc
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people always forget the flexibility of eq. while I dont believe that you can build a player that can do 2 things within a game, you can switch out your eq to preference one build over the other by game. what most people seem to do is build their eq, and then eventually replace that eq with aeq, but they never reset their eq that is no longer used. so as a very simplistic example, say that you get both speed and throwing to 100. your aeqs all go to throwing so that gives you 158 throwing. but then you play a team that is hard to throw against, so you swap in your eqs plus a 2nd ce, and now your speed is 146, and you still have enough throwing for short passes/screens. now defenses have to guess whether you are going to run or pass. it'll also mean picking VAs that will work with either build, plus spreading your SAs around which means that a certain part of your build is "wasted" on any given game day.
 
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