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Forum > Goal Line Blitz > flat bonus SAs?
im317
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i know Shed Block gives a flat bonus, as opposed to a % boost. what other SAs give a flat bonus? trying to see what might actually be worth using in peewee.
 
Theo Wizzago
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Without looking I can say this little bit... stay away from anything that is tied to the level of a skill unless it's your primary skill that you push up the highest. Something like 'Spin' that requires a high agility is likely to either not work... or even worse (like cause dot wonkiness).
 
ProfessionalKop
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Originally posted by Theo Wizzago
Without looking I can say this little bit... stay away from anything that is tied to the level of a skill unless it's your primary skill that you push up the highest. Something like 'Spin' that requires a high agility is likely to either not work... or even worse (like cause dot wonkiness).


Lol what
 
ProfessionalKop
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Originally posted by Theo Wizzago
Without looking I can say this little bit... stay away from anything that is tied to the level of a skill unless it's your primary skill that you push up the highest. Something like 'Spin' that requires a high agility is likely to either not work... or even worse (like cause dot wonkiness).


I’m making one of my power backs on RTJ a spin guy now cuz I’m so mad at this comment
 
Theo Wizzago
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Originally posted by ProfessionalKop
I’m making one of my power backs on RTJ a spin guy now cuz I’m so mad at this comment


Peewee leagues, right? I mean, I get it for regular leagues but with PeeWee leagues (one & done dots) it doesn't make sense. I should know because I've tried it. I tried Spin on my returner and it caused him to do stupid things a lot. #1, when it fires, with the agility not super high yet, the dot tends to lose all forward momentum and become a tackling dummy for the defense. #2, even if it fired and the tackle was avoided, the dot would run right into the next defender because it's vision isn't top shelf yet. #3, because of the levels of the dots, generally speaking, it doesn't fire very often and when it does the result isn't always good. Spin is great for high level dots... not so great, for what you get out of it, for 1st season dots.
 
im317
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Originally posted by Theo Wizzago
Without looking I can say this little bit... stay away from anything that is tied to the level of a skill unless it's your primary skill that you push up the highest. Something like 'Spin' that requires a high agility is likely to either not work... or even worse (like cause dot wonkiness).


yeah i get that. im just trying to see which is which. stuff that gives a flat bonus would be ok in peewee, the stuff that is a % to some other number is no good.
 
ProfessionalKop
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God damn. I didn’t read the whole thing. Went from a rambling darncat post to this. My apologies Theo.

Idk about peewee. Disregard what I said earlier im317. I know nothing about peewee.
 
Theo Wizzago
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Originally posted by ProfessionalKop
God damn. I didn’t read the whole thing. Went from a rambling darncat post to this. My apologies Theo.

Idk about peewee. Disregard what I said earlier im317. I know nothing about peewee.


S'ok bro. I had a thought that might've gotten missed.

Originally posted by im317
yeah i get that. im just trying to see which is which. stuff that gives a flat bonus would be ok in peewee, the stuff that is a % to some other number is no good.


Not necessarily. Consider something like a 5% Make Tackle or Break Block piece (maybe even Hold Block as well). Each of those stand alone even though it would seem to be tied to a Skill but what they really do it add to the % of success with the skill you DO have. I've tried it on the O-line but, TBH, it's hard to really quantify the greatness of the overall success. It sure did seem to help though. I would think Make Tackle % and Break Block would do the same thing... although considering the speed of most of the dots, breaking a block? Not sure just how much it would really help overall.
I would say anything you see that helps the passing game isn't worth it because Bort already has a huge bonus thing going for all low level passing.
 
im317
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interesting. the biggest issue i had last season was all the PDs against our offense. our defense was already really good so i dont want to mess with it much. SAs are all end of build SP anyways, but im thinking shed block for D line, swat ball for CBs. its just will sticky hands help the WRs and rTEs?
 
Theo Wizzago
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Originally posted by im317
interesting. the biggest issue i had last season was all the PDs against our offense. our defense was already really good so i dont want to mess with it much. SAs are all end of build SP anyways, but im thinking shed block for D line, swat ball for CBs. its just will sticky hands help the WRs and rTEs?


At the lowest levels, you really want to emphasize the sharp breaking routes. Curls, ins, outs... stuff like that. Routes that are straight or only make slight changes in direction are easy for defenders to stay right with your receivers. Not only do you want those hard braking routes but you gotta work out the timing in the progressions (in the play packages) so that your QB is looking at the receiver exactly when that brake occurs. It won't guarantee success but it really helps. Also stay away from the high bullet settings... -75 to -25 bullet is a good range. Pay attention to dropped passes... especially ones where the receiver is pretty open. That's a great indicator you're throwing way too hard. Example; I've completed passes at the lowest levels with FB's, HB's, RQB's... dots that don't have any throwing skill much at all. So it's all about the plays, progression timing, and throwing settings if your QB has either Passing and/or Strength skills advanced. See if that helps you any.
 
im317
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thanks. i will look into that
 
Theo Wizzago
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Originally posted by im317
thanks. i will look into that


One exception (of straight-line routes) I might think of are those hard slant routes that go clean across the field. I've had occasional success with those as well.
 


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