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Seric
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Ihave an all rushing team, and currently stuck on VA's. Currently have the typical Great blocker, workout warrior, power blocker, and over power. So where do I go next?

Is showboat blocker worth it? Downfield blocker? Any suggestions for C, OT, and G's only would be appreciated.
 
WiSeIVIaN
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*warning: while I've had a few #1 WL rushing offenses lately, people think of me as more of a passing OC I imagine*

Showboat doesn't make sense to use.
Downfield and Outside blocker aren't likely to trigger often enough to be worth it. If you think you run outside enough you maybe maybe Outside it makes sense on guards, but watch replays yourself to determine. I do recommend Downfield + outside on any bFB / bTE though.

Quick (agility attribute) tends to be my go-to.

I think there's an argument for just throwing INTIMIDATION on all of them if it's an aura+pummel oline (confirmed by bort this works on oline).

 
Seric
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Sounds good. Thanks Wise
 
Theo Wizzago
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Showboat is a no go for me. It's just a morale based VA that does nothing unless you pancake your opponent. That makes it limited in both effect and power.
If you use a lot of rushing plays that call for an O-lineman to "pull" then I would highly suggest Pulling Lineman (I use it).
If you DO pass from time to time, Pass Blocker is another good one to get.
Downfield blocker and Outside Blocker is good for TE's and WR's because they're more likely to have it trigger than O-line will. BFB's... hmmm... I think it'd be good but there are other VA's they should likely have 1st so I would guess they don't get either of those VA's but, if you had to choose one for a BFB, I would go with Downfield over Outside. Likely more useful of the two.
I use to love Stonewall... then hate it... now I believe it's good for pass blocking (not so much good for run blocking) as it stops some of that 'pocket collapse' and buys a bit more QB time.

Uh... Wise? AOI is an SA, brother... and that's a different argument. But you're right. And it's why Showboat is kinda obsolete.

If you're not adding one of those VA's I listed above then Wise is also right in picking a 'Skill Boosting' VA although I usually go for one that helps cover/enhance a skill I feel needs it most. More Strength is always good... Agility as well... even Blocking. But don't forget Vision which, even for a rushing team, should likely be around 60 (with all VA and EQ help applied). IMHO.

 
slughead42
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Originally posted by Theo Wizzago
Uh... Wise? AOI is an SA, brother... and that's a different argument. But you're right. And it's why Showboat is kinda obsolete.


AOI is an SA, but there's also a VA called Intimidation that makes it more difficult for opposing dots to resist the effects of stuff like AOI, Trash Talk, The Glare, etc, by raising the required Confidence needed for them to resist the effects.

Edit: I actually agree with Wise's reasoning, since if you get the VA Intimidation to a full 15 points, if you feel like a dot needs 50 Confidence to stand up against AOI/Pummel O-linemen (as an example), they would need 87.5 Confidence to hold up the same way against a dot with the Intimidation VA (it adds 5% to the required confidence per level, so 75% more Confidence at 15).
Edited by slughead42 on Dec 16, 2023 11:10:01
 
slughead42
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Edit: deleted, I quoted myself when I just meant to edit the above post.
Edited by slughead42 on Dec 16, 2023 11:10:31
 
PLAYMAKERS
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Shhh dont tell him hes mr know it all
 
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Woah, a full blown discussion...

VAs generally have a small effect all of the time, or a large effect in specific situations.

It's mostly a matter of preference. A small Agility boost is always helpful.

Down field blocker is really good at punishing mistakes, when the interior can climb to the second level and take out LBs.

Outside blocker is completely dependent on play calls. I think there's a Bort quote saying the TE is the starting point.



 
Gambler75
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Originally posted by Chris B Chicken
I think there's a Bort quote saying the TE is the starting point.


I believe the Q&A said about a foot outside the TEs starting position, so OB is a no brainer for blkTEs + blkWRs.

You can definitely see it when a pulling guard hits that point on the field. They shift into a whole 'nother gear. Problem with both OB + PL is they scale off the OLs existing speed/quickness, so neither is a fix for sluggish OL. But assuming you have the speed/agility to get outside on time already, and want to add more reach to them, I'd probably lean OB on a run only team, and pulling lineman for a team that throws a decent # of screen passes. (Since OB only works on runs)

+1 for Quick, always on, works on STs, can't go wrong with it. And in a physics based sim, the OL/DL interaction - a whole lot matters on that first collision.

Throwing a few points at Goal Line Blocker might be worth considering too. It's another one of those very specific situation ones, but a very strong boost in that situation. I probably over estimate it's value, since I detest kicking short FGs.
Edited by Gambler75 on Dec 16, 2023 14:12:51
Edited by Gambler75 on Dec 16, 2023 14:12:39
 
reddogrw
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for an all running team

15 in Pulling Lineman, Over Power, Power Blocker

then you can mix in Goal Line Blocker, Outside Blocker, Downfield Blocker or attribute VA's

and usually 1 in OT Killer
 
reddogrw
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I cannot believe nobody suggested Pulling Lineman - easy choice for an all running team
 
Theo Wizzago
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Originally posted by reddogrw
I cannot believe nobody suggested Pulling Lineman - easy choice for an all running team


Uh... I did. Oh, and nice catch Sluggy. I had forgotten that VA.
Edited by Theo Wizzago on Dec 16, 2023 19:40:01
 
Seric
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Thanks for the help fellas
 
sarausa
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WiSeIVIaN
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Originally posted by reddogrw
I cannot believe nobody suggested Pulling Lineman - easy choice for an all running team


Is there any utility on pulling linemen for C/T? Do either pull consistently enough to be worth it?
 
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