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Norse
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I've always been far more prone to creating offensive dots, particularly ones who have multiple purposes. I tend not to go for dots with all-out glory and stats-porn, but my favourite position is either FB or TE.

Not sure why, but the idea of having a versatile dot appeals, which is strange as one of the sayings I use frequently in RL is that multiple function gadgets/equipment get you 'the worst of all worlds'. And I have found in the past that as your dot goes from team to team as the seasons go on, that usually only one of the 'functions' is used primarily, or certainly one purpose is used to a point where I may as well gone all-out as a blocker/receiver/rusher, which of course defeats the whole purpose.

Still, I enjoy the surprises and the dot is merely a tool for the OC/DC to use as he sees fit.

Anyway, what whacky or genius ideas have you had for dots, and did they work out well?
 
Fred Ex
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I am obsessed with finding a way to make a Scrambling/Running Quarterback Dynamic. I'm talking strictly from the drop back posisition. The QB must process throwing targets, then if nothngs open pull it down and run. I want to figure out an offense that is completely tailored to this type of Quarterback. I have a lot of questions on what would be best, as in stong recievers that can hold blocks or high agility recievers that can seperate quickly. Rest assure this team will suck....
 
ProfessionalKop
Gangstalicious
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blitzing LB
 
Norse
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I don't see why it wouldn't work Fred, you just need to have people willing to make blocking WRs - which is probably unlikely at the higher levels. There should definitely be a 'blocking reciever' archetype for WRs though as an option - if there was I'd give it a go myself for the LOLz.

Not seen much in the way of scrambling QBs recently either, 8 years ago they used to be commonplace.
 
Theo Wizzago
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Originally posted by Fred Ex
I am obsessed with finding a way to make a Scrambling/Running Quarterback Dynamic. I'm talking strictly from the drop back posisition. The QB must process throwing targets, then if nothngs open pull it down and run. I want to figure out an offense that is completely tailored to this type of Quarterback. I have a lot of questions on what would be best, as in stong recievers that can hold blocks or high agility recievers that can seperate quickly. Rest assure this team will suck....


It's all about expectations. If you think you can create the next Michael Vick, Randall Cunningham, or Wilson et al, then you're due for a buttload of disappointment. At the very best you can make a Running QB that can make >some< throws... or a throwing QB that can get a few yards now and then. Neither one will ever be world beaters but, also, either one can be a very good weapon in the hands of a skilled OC that knows how to use them. There are 3 styles of 'dual threat(?)' QB's. The Speed style/run first, the Power Style/run first, or the Power Style/pass first. The first two are built as runners primarily with just enough throwing to make them capable passers (no deep passing at all). The last one is a Passing QB that can actually power forward for a few yards if you need them (no outside runs). No matter which road you go down, you should still have a dedicated passing QB for when you really need all the passing plays available to you.

Originally posted by Norse
I don't see why it wouldn't work Fred, you just need to have people willing to make blocking WRs - which is probably unlikely at the higher levels. There should definitely be a 'blocking reciever' archetype for WRs though as an option - if there was I'd give it a go myself for the LOLz.

Not seen much in the way of scrambling QBs recently either, 8 years ago they used to be commonplace.


I actually like building Blocking WR's but my take on them is different from most as I want them to be viable receivers as well so, for those teams that are 99%+ running style only, my guys wouldn't be wanted there. If you have a normal 'dual offense' team though, they do pretty dang good.

As for favorite? I'd have to go with O-linemen. Mostly because I've built a boatload of them. Other than that anything not normal piques’ my interest. Been having fun with a lot of 'Combo arches' lately.
 
darncat
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Originally posted by Fred Ex
I am obsessed with finding a way to make a Scrambling/Running Quarterback Dynamic. I'm talking strictly from the drop back posisition. The QB must process throwing targets, then if nothngs open pull it down and run. I want to figure out an offense that is completely tailored to this type of Quarterback. I have a lot of questions on what would be best, as in stong recievers that can hold blocks or high agility recievers that can seperate quickly. Rest assure this team will suck....


I love a good dual threat, and i hate to be 'that guy'
but i would have to point out, in my experience, its hard to get that scramble to work right
when it comes to tucking and running. If you figure that out, let me know. I do not have my
dual threat QB set to 'often' for either scrambling or run frequency. I will explain my reasons,
and let you decide, but at least w/ one other person's experience as an example.

My QB, who has 100 agility, almost scrambles too much, even on 'sometimes'.
She is great at avoiding the blitzers- the problem is, she will move around often more than she has to
and occasionally run herself into a hurry. I've considered turning scrambling to 'almost never', though i haven't
as her ability to buy time for the throw is her best attribute in the pocket. I fear on 'often' the QB will have more
unnecessary hurries, and I don't see how it would benefit. She already starts moving at any sign of pressure
and that is on the 'sometimes' setting.

Now as far as 'run frequency' goes, its incredibly frustrating to me having it on 'often'
the QB does not seem great at recognizing when there are tons of yards to run, but then when
the WR is wide open and there is no where to run, that's when they want to take off. Possibly
having really elite vision will help with this- all i can tell you is i stopped using it because it almost always
backfired, and i have heard this from others also, for what its worth. Now my QB is on 'sometimes'
and she rarely runs from the pocket, but it usually makes sense when she does.

I've had the most success as a dual threat just using pass plays and QB designed runs.
At the least the ability to run for a good throwing QB can keep safeties in the box and defenders oop in the flats
as the ability to throw for a good running QB might be able to keep some of those defenders back and open the run.
Then the key is to adjust to how each team is going to play against them. If you want the QB to be a real threat running,
what is most important is having Gs and FBs quick enough, and HBs and WRs strong enough to block for her.

Again, this is just my experience, and there might be people who have had much more scrambling success
than i have been able to figure out. Sometimes it would work well, but with this QB, i'd usually wish she threw the ball
9 times out of ten when she ran. My first QB ever was much more of a run first QB and i do remember it seemed to
work some for her, but she wasn't nearly as good a passer so its tough to make the comparison. It still always seemed
erractic. If you or anyone else can figure it out any better than i can let me know. As far as i can tell though,
its not something an enormous part of the build and gameplan could be focused on- i hope i'm wrong.
 
TJ Spikes
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Once you get out of the WL or bust mindset, there's a ton of fun builds.

The problem with WL is that out of all of the plays in GLB, there's only a few good ones. Therefore you need to build very specific dots to run those plays, and conversely there's specific builds required to stop those plays.

DarnCat is an obvious example of this. He was enjoying the hell out of his QB and his team. There's nothing wrong with building like that.

Not every dot needs to be measured by the WL stick. When your dot or your team stops being fun, then flush it and start over.

There's been a growing trend to do rookie teams only, with 1 season builds. That's what they have fun doing.

Some people like doing off the wall stuff, like ninja punters (*ahemTheoCough*).

WL is a scam. The cake is a lie. Stop chasing it. Enjoy your dots instead of mass producing clones.


Edited by TJ Spikes on Mar 26, 2019 14:24:58
Edited by TJ Spikes on Mar 26, 2019 14:22:03
 
TJ Spikes
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More on topic though... this wasn't my dot, but it was a build concept I conned Slocus into... and he crushed it

http://glb.warriorgeneral.com/game/player.pl?player_id=4683998

the PD pass rusher DT

Originally posted by TJ Spikes

This is the pass rush DT. It's a situational pass rusher, used in the NT1 depth chart slot. Last season a NT was 2nd in WL for sacks, and there was another in the top 10. We're adding Towering Man to this build, because a Deflection at the line is the same as a sack for 0 yards.

He'll also spend time on STs, specifically the FG Block team. This build is the most likely to block FGs and XPs.


Bonus SA: 1st Step

Height: Maximum Weight: Minimum

Starting EQ should be Speed. It'll be a 4 AEQ build, because of the % EQ demands. It'll be a Tech Man build so we'll split speed agility depending on how shopping goes

Big 3: Speed, Agility, Jumping (That's not a typo, the method to the madness will show later)

Starting Build: 25 Speed (27), 18 Agility (16)

You start out with 27 in Speed. You'll buy +10% Speed enhancement to start with using your free BTs. Intense train Speed 3 times, and then buy the 20% enhancement. Stay on Intense Speed training until Day 48. ON Day 48 you'll be able to buy 1 SP and 1-cap Speed at 48.**. Then Boost 3 Times & Hold Those SPs. Stay on Intense Speed training.

Day -1: 2-cap Speed. Also buy the 10% and 20% enhancements for Agility. Switch to Intense Agility training.

Day 11/12: 1-cap Agility.

Day 23/24: 2-cap Agility. At the same time get the 30% enhancement for Agility.

Day 30: Agility training should roll over and you can 3-cap Agility.

Day 32: Boost 2-times and 4-cap Agility. Get the L16 EQ upgrades at the same time. Also buy the 30% enhancement for Speed, and Unlock multi-training. Switch to Speed/Agility.

By Day 48: You should be able to boost the last time and 5-cap Agility at 78. Unlock your 4-way training, and set up Speed/Agility/Jumping + Vision. Buy the 10% and 20% enhancements for Jumping, and also get the 10% enhancement for Vision.

Player Build
Position: dt_pass_rusher
Season: 1
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 3
Training Points: 0
SP: 4

Training Status:
strength : 0%
speed : 3%
agility : 30%
jumping : 0%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 0%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 13.94
speed : 71
agility : 78
jumping : 10
stamina : 15.94
vision : 21
confidence : 15.94
blocking : 8
throwing : 8
catching : 8
carrying : 8
tackling : 17
kicking : 8
punting : 8

Coast through the pre-season as-is. But don't go anywhere and pay attention.

Day 3/4: You hit L20. You can now 4-cap Speed

Day 7/8: You hit L21. Boost once and 6-cap Agility. Then boost 2 more times, and get the L24 EQ upgrades.

Day 10: you hit L25, and VXP will start automatically. Get 2nd Wind, we're doing it team wide. You can now 5-cap Speed.

Day 20: You can 1-cap Vision. Switch to Speed/Agility/Jumping + Tackling

Hold your SPs until the end of the season.

By Day 48: You should be able to 2-cap Vision. Now you have everything you need to become a sack machine.

Player Build
Position: dt_pass_rusher
Season: 2
Day: 48
Boosts: 9
Level: 32
XP: 0
VA XP: 800
VA: 7
Bonus Tokens: 171
Training Points: 2
SP: 1

Training Status:
strength : 0%
speed : 90%
agility : 78%
jumping : 73%
stamina : 0%
vision : 93%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 0%
carrying : 0%
tackling : 58%
kicking : 0%
punting : 0%

Attributes:
strength : 17.17
speed : 80.88
agility : 85.88
jumping : 26
stamina : 19.17
vision : 60.88
confidence : 19.17
blocking : 8
throwing : 8
catching : 8
carrying : 8
tackling : 26.88
kicking : 8
punting : 8

At the start of the next season, boost up and dump it all into Jumping. Our training will make it grow. Now you can qualify for Towering Man VA, so reset you reset the VPs from 2nd Wind.

When your player hits Age 160, it's time to switch to Light training. You'll have to shop for some AEQ but you'll have plenty of options, Break Blocks, Make Tackle, and Avoid Fake are all options. You also have +3 Speed and +3 Agility to work with, so getting 1 or 2 pieces should be easy.

Here's how mine turned out

Player Build
Position: dt_pass_rusher
Season: 8
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1617
Training Points: 0
SP: 51

Training Status:
strength : 3%
speed : 2%
agility : 0%
jumping : 3%
stamina : 3%
vision : 0%
confidence : 3%
blocking : 0%
throwing : 0%
catching : 0%
carrying : 0%
tackling : 2%
kicking : 0%
punting : 0%

Attributes:
strength : 72
speed : 95.1 (+13+13+13+6=140)
agility : 99.1 (+13= 112) should be enough to keep Technique Man firing (that'd be a 101 Agility o-line, and run blockers never get that high)
jumping : 59
stamina : 63
vision : 72.1
confidence : 51
blocking : 8
throwing : 8
catching : 8
carrying : 8
tackling : 83.1
kicking : 8
punting : 8

51 BTs is close to about right

Top SA Tree: | 2 | 4 | 8 | 1 | 1 | +1 Tree (the green in Swat Ball is what we're after)
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 8 | 1st Step

AEQ would probably be BB%, BB%, MT%, and AF%, then the CEQ bonus would be more BB% getting you up over 24%


Edited by TJ Spikes on Apr 10, 2017 09:42:28
Edited by TJ Spikes on Mar 26, 2019 16:29:29
 
ProfessionalKop
Gangstalicious
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22/36 of those PDs were in 255-0 wins.

L 9-30, 2 PDs
L 44-6 , PDs and 0 tackles
W 53-0 blowout win, 1 PD
L17-30, 1 tackle 2 PDs. not bad
W, big blowout cpu win
L 34 - 6, 3tackles 0 PD
W27-0, 2 PDs, 0 tackles. not the worst.
L 65-14, 0 PDs, 1 tackle

the rest of his statlines are the same.

0 impressive games. i wouldn't call that "crushing it". I call that a waste of a DT. They aren't really stat guys but he barely even had hurries in meaningful games. thatwas S68, his best season. I assume that's pro but a passrusher built to pass rush/deflect balls that doesn't do it in competitive games is worthless.
 
ProfessionalKop
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Also, it's not like you can say the entire D was good because they let up a lot of points often.
 
Sonic
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I have a DT in WL that is on track to get ~10 pass deflections (has 6 at the moment) plus if all goes right, ~20 hurries an maybe 2or 3 sacks. Last time in WL he got 11 deflections and 18 hurries/2 sacks and got the 3rd placed hurry gif for WL.
 
TJ Spikes
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Originally posted by ProfessionalKop
Also, it's not like you can say the entire D was good because they let up a lot of points often.


It was the Smexies, so World League wasn't even remotely possible. It could have been Regular Pro 4 for all I know. It was a good dot. Plus Jace was the DC so that also explains a lot.
 
Theo Wizzago
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Originally posted by TJ Spikes
It was the Smexies, so World League wasn't even remotely possible. It could have been Regular Pro 4 for all I know. It was a good dot. Plus Jace was the DC so that also explains a lot.


Hey! We got there once. We'll get back again. Someday.
 
ProfessionalKop
Gangstalicious
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Originally posted by TJ Spikes
It was the Smexies, so World League wasn't even remotely possible. It could have been Regular Pro 4 for all I know. It was a good dot. Plus Jace was the DC so that also explains a lot.


When I said I assume it’s pro I was debating between pro and reg pro lol
 
splitter24
Bacon
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The untaggable combo back that has 95 Strength, 160 Speed and 95 Carry with decent catching is still my favorite dot to build. Too bad there's only a few OC's left in the game that know how to use them effectively.
 
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