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jhiggseiu14
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is it really that bad (considering having career and ap boosters)

and im talking in general no specifics
 
jhiggseiu14
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like can i counter not having some max caps by adding the career boosts? to make up for it
 
Mordaloch
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not as bad as I originally thought but has to be used carefully and maybe at certain positions it isn't necessary.
 
Merik
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slow built is ok but has to be used after a lot of thoughts
 
TehKyou
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There are very few instances I'll take Slow Built
 
pottsman
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Originally posted by jhiggseiu14
is it really that bad (considering having career and ap boosters)

Career and AP boosts do nothing to effect what slow built does.

Slow built gives you beautiful caps for your skills, but makes it much harder to reach them. Career boosts let you play longer, AP boosts let you add more to your Special Abilities.
 
homersdonut
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Time will tell, at the use of a cliche.

I haven't spent much time theory crafting build but I don't think it offers that much other than the previous posters "attractive caps" that are uncontainable as a whole
 
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With regards to the wisdom of taking either slow built or early bloomer, the question is:

For slow built:
Does reducing the total amount of skill points your player has by 5% from 209000 (for a regular fully boosted player) to (roughly) 198550 while increasing his caps all by 10 make him a better player? The only way to really know is by making some test players using the "inspect element trick" and seeing what you can come up with. Usually I find that the answer is no, you generally won't hit most of your caps anyways, so boosting them all by 10 at the cost of the skill points you'll need to hit those higher caps is detrimental to the build. There are certainly exceptions though.

For early bloomer:
Pretty much the same process as above but backwards. Gaining 5% skill points but reducing all caps by 10 points. Usually I find the answer is also no but if you are build a very balanced player that needs skill points spread across many abilities it can pay off.

Overall my opinion is that there is only a small subset of builds that really benefit from taking either of these.
Edited by Danthesportsman on Jun 28, 2014 17:08:42
 
. Ninja
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Has anyone ran the numbers on a S* QB w/ Slow Built, Dual threat to see how efficient that is with filling in the caps?
 
bhall43
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Originally posted by . Ninja
Has anyone ran the numbers on a S* QB w/ Slow Built, Dual threat to see how efficient that is with filling in the caps?


Efficient at what? Because your numbers and caps are also effected by the attributes. Not to mention I have no idea what you are looking to fill.
 
Mysterio
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Originally posted by . Ninja
Has anyone ran the numbers on a S* QB w/ Slow Built, Dual threat to see how efficient that is with filling in the caps?


Tbh I did this and liked the scrambler end build better. Even with superstar+slow built I still found his rushing caps with dual threat were too low and with scrambler I still can easily max his speed/quickness/carry aware/grip/leadership/conditioning with heavy investment in footwork and balance, and still use all three cap boosts, with some elusive running too.
Edited by Mysterio on Jun 28, 2014 22:15:14
 
. Ninja
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Originally posted by bhall43
Efficient at what? Because your numbers and caps are also effected by the attributes. Not to mention I have no idea what you are looking to fill.


I am thinking about building a S* QB w/ slow built and dual threat. It is this build frame and adding +10 to each. http://glb2.warriorgeneral.com/game/player/84160
My goal is to hit these numbers by end build. I am wondering if its possible:
Pass Tech 80
Pass Power 79
Pass Acc. 85
Pass Consist 90
Pocket Awr. 75
Pass Awr. 90

Carry Grip 50
Elusive 60
Carry Awr. 50

Footwork 50
Quickness 60
Sprint 70

Heart 80
Leader 80

Other traits are lower numbers.
 
bhall43
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lol ya you aren't even gonna get close to that.

Even if you took all those passing numbers and dropped them to 60 and cut your Heart and Leadership in half you would still have to take Grip, Elusive, and Carry Awareness and delete them from the build.
 
bhall43
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lol that would be a ridiculous build. May as well call it a day because if you weren't having that superstar it isn't even worth playing.
 
bhall43
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This is as far as I got with using Early Bloomer, Tactician, and Dual Threat (forewarning however, the caps are much crappier than this using these but I gave myself unlimited Cap Boosters)

Pass Tech 60
Pass Power 60
Pass Acc. 60
Pass Consist 60
Pocket Awr. 60
Pass Awr. 60

Carry Grip 35
Elusive 30
Carry Awr. 15

Footwork 48
Quickness 60
Sprint 61

Heart 40
Leader 40
 
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