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BigRatUno
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One of my favorite Dot Archetype:
https://proxy.duckduckgo.com/iu/?u=https%3A%2F%2Fi.pinimg.com%2F736x%2F5c%2F8e%2F82%2F5c8e827fdd53d0ee21abf12cda7c40b9--stilettos-heels.jpg&f=1

 
Qillar
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Originally posted by Sonic
All I get is this player's home page: http://glb.warriorgeneral.com/game/home.pl?user_id=267127


Wow, even worse
 
Theo Wizzago
Coyote
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I always was partial to this one; https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRarPsgyCm2G0-dHXQRYno0cokBYZQUVjxNB-kpbBQjPcJYzb9d
 
Sonic
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Originally posted by Qillar
Wow, even worse


Couldn't possibly be. Dots are way to fast and strong!
 
Norse
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Originally posted by

All I get is this player's home page: http://glb.warriorgeneral.com/game/home.pl?user_id=267127


I'm not an expert on speed recievers, but aren't they supposed to score TDs ocassionally?
Edited by Norse on Apr 2, 2019 02:22:48
 
Qillar
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Must be saving it up for the playoffs
 
Norse
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Again, I'm no expert in the specifics, but doesn't playoff TDs require being in the playoffs? I'm a bit of a newbie to the whole concept, but I am fairly certain 0-16 won't get you to that stage.

Cheers mate and all the best!
 
Dr. E
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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 possible to make an effective one that can throw and run. Mine is close, if I still had the virtual builder, I think I could fix the defects. But, as some have said, it will take a team build for the purpose and the correct formations used.
 
Sonic
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VPB is still usable, with tampermonkey the simplest way to make it work.
 
Theo Wizzago
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Originally posted by Dr. E
It’s possible to make an effective one that can throw and run. Mine is close, if I still had the virtual builder, I think I could fix the defects. But, as some have said, it will take a team build for the purpose and the correct formations used.


What I can say is this. No mater how you build it (speed or power style), the limits to it's success are based on play selections, progressions within the packages, and tactics of the dot itself. I can tell you just about any dot can complete a short pass at the lower levels. I've had the FB and the HB actually complete passes... as long as it was really short. The higher the levels, the shorter the pass needs to be... and that's doesn't always mean distance from LOS. A weak passer throwing a screen is less likely to succeed than throwing to an extremely short route right over the middle. Think total passing distance for better results. Throws to the outside are likely to fail much more than passes to the backs nearby or short routes over the middle. In the progressions in the packages, don't select any deep routes unless you want to target very early. You can leave certain dots out of the progressions as well. Setting to 'scramble frequently' will cause the QB to likely target a few receivers then run for it's life. If using that setting, select short routes early and deep routes late. That'll force the scramble. I cannot imagine a dual threat working in casual very well because you cannot select which passing plays to use or set progressions in the packages.
 
Koowahn
Kid Cudi
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Originally posted by TJ Spikes
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


Oh hey that’s me
 
TJ Spikes
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Originally posted by Slocus
Oh hey that’s me


Only a month later....

But, since you brought it up, was it a fun dot? Would you do it again?

 
Koowahn
Kid Cudi
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Originally posted by TJ Spikes
Only a month later....

But, since you brought it up, was it a fun dot? Would you do it again?



100%
 
Longhornfan1024
HOOD
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LHF1024's returners.
 
AlBarsch
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My two fav archetypyes are BTE and FFLB

BTE is non-glamour but so important to ST and run games - I usually throw to them a couple of times a season as they're unguarded when tagged as blocker. Of course, they don't do much with it after the catch... Just hold on a get the 1st down.

A big hitting, flying around the field LB is just fun to watch - especially when causing turnovers and making the HB shit their pants. Stack up the Intimidation and tackling buffs and let him out of his cage on Sunday
 
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