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Forum > Goal Line Blitz 2 > Slow Built + Egotist - Uber Combo?
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tpaterniti
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Balance, Footwork, Quickness, Sprinting, Vertical, Diving all +18, no increase in cost to add.
Conditioning, Toughness -2, +10% to add
Heart -4, +12% to add
LOL salary increases who cares

Pretty good base attributes I would say: http://glb2.warriorgeneral.com/game/player/15233
 
tpaterniti
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BTW my suggestion is that Egotist, Slow Built, Meathead, Early Bloomer should all be pick 1, conflicts with the rest.
 
E-A-G-L-E-S
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idk about you but the mental stats seem pretty important for me for anyone whose looking at more than 10 snaps a game
 
tpaterniti
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His lowest is Heart at 38. The others are pretty high.
 
shield.bearer
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Salary will matter as you go forward. Superstars will add significantly to the team salary.

But yeah, I am using it too.
 
drake262
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Will you even be able to get those atts that high though?
 
E-A-G-L-E-S
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I'm probably completely unfounded in this but I was under the impression heart was necessary. Almost every game someone makes a mistake (dropped pass, INT) early, they'll never recover, or if they make a big play early, their success seems to continue all game. Probably just speculation but that seems to be the way it goes
 
shield.bearer
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Originally posted by The player formally known as mousecop
Will you even be able to get those atts that high though?


Yes, if you focus on them.
 
Corndog
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So...you gain max on some skills while taking a hit on others and making them cost more.

Doesn't seem that uber.
 
Corndog
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Most of those max attributes aren't even going to get used because they are crazy expensive.
 
drake262
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Originally posted by Corndog
Most of those max attributes aren't even going to get used because they are crazy expensive.


That's what I was thinking. I'm not sure what works here yet, but so far I would rather have a bunch of 70's than a couple 90+ and the rest lower than 50.
 
drake262
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Originally posted by shield.bearer
Yes, if you focus on them.


so like 2 or 3 will be good and the rest?
 
shield.bearer
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Originally posted by The player formally known as mousecop
so like 2 or 3 will be good and the rest?


This is a math game. Someone has to test the math to see if it can be broken. The way to do that is push something ridiculously high.

Maybe a tester tried, but I can't just assume they did, or that they would tell me truthfully.
 
drake262
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Originally posted by shield.bearer
This is a math game. Someone has to test the math to see if it can be broken. The way to do that is push something ridiculously high.

Maybe a tester tried, but I can't just assume they did, or that they would tell me truthfully.


I guess what I'm mainly getting at is, if you do focus on 3-4 skills and get them uber high, will he be any good if he can't tackle anyone? And how will morale play at upper levels if he has no heart?
 
tpaterniti
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Originally posted by Corndog
So...you gain max on some skills while taking a hit on others and making them cost more.

Doesn't seem that uber.


I took a 2 point max hit to Conditioning and Toughness and a 4 point max hit to Heart. I made those three significantly more expensive to add to. But in return I added +18 max to Balance, Footwork, Quickness, Sprinting, Vertical, Diving without making any of them more expensive to add to. Especially for a defensive skill position player, the first 3 are not unimportant, but nowhere near the importance of the ones I increased. And I know I will never be able to add full points to all of them. That was not my point. I didn't make Balance, Footwork, Quickness, Sprinting, Vertical, Diving any more expensive by increasing their maxes and I do get that some other attributes will be more expensive due to Slow Built, but my argument is that they will be minor relative to the ones listed. That is why I think you should make people pick one of the four overriding abilities and not be able to pick 2 of them simultaneously.
Edited by tpaterniti on Dec 11, 2013 22:35:56
 
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