Due to nearby defense. This guy -http://glb2.warriorgeneral.com/game/player/170659 - has it happen ALL the time. I know I need to get his sprinting up, but he was never meant to be a burner. I envisioned a technician who got open with superb route-running. He gets open (when he isn't running a fly route), but there are SO MANY DROPS. How do I fix this? Consistency? Grip? CIT? Something else?
Forum > FAQ's, Player Guides and Game Help > Build Help and Discussion > Unable To Secure The Ball . . .
MileHighShoes
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He's a rookie, it'll happen a lot. Consistency, and CIT will help with that, but you need to be careful with that Wr. his sprinting and conditioning caps are too low, he'll have a lot of trouble at later levels getting targets from his qb.
Jagat0r
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His Rec Hands is the place to start followed by Catch in Traffic and Rec Consistency, they are all very low even for a rookie imho.
Xars
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It's not that you've built him wrong per se, you just didn't build him for Rookie.
Rookie WR priority list:
1. Rec Hands - stops drops. Once you're drop rate is below 10%, you can pause this. Monitor game by game and use a 4-5 game trailing average.
2. Conditioning - Get to 30 with the First Star, end at 40 for Rookie.
3. Heart - Get to 30 with Third Star, end at 40 for Rookie.
4. Catch in Traffic - stops the "unable to secure".
5. Rec Grip - stops the KLs.
6. Rec Consistency - helps on 3rd down.
7. Quickness - here and there.
8. Sprinting - here and there.
Monitor his targets. Quickness and Sprinting help him get open. You don't need much in Rookie, but need some so best advice I can give is to monitor targets and if there's too many "unable to secure" or PDs on his targets and CiT is getting expensive, then add to Quick and Sprint so he gets more physical separation.
Long-term I don't like his build though. Your abilities went too much into Strength. You could lower STR to 1, pump Confidence and Speed and have a better build. Long-term you can use your 3 caps to pump one low Skill and both Stamina and Speed are highly correlated with Conditioning and Sprinting and not much else so they are Cap Booster targets, but you can't have both of them with low Attributes. Stamina/Conditioning is the easier and better pick.
Your 3 Stamina is a 39 Conditioning. With Cap Boosters, you can get to 54. That's fine. If you dropped 7 points from Str, you could add 1 to Awareness, 1 to Confidence and 5 to Speed. Or if you want to keep the Quick Feet trait, you could take Agility to 10 (+1), Speed to 5 (+2), Awareness to 8 (+2) and Confidence to 8 (+2).
Strength doesn't pay off for WRs unless your going for a Power Running/YAC build - ala Hillman.
Also, you went 6'3 with max weight but if you're going to invest anything in Vertical then you should have gone for max Height - 6'6". Min weight is a better match with 10 Agility and 1 Strength like I've mentioned, but if you really wanted high Strength, then keep the max weight.
Overall a Shifty build still needs Quickness and Sprinting in my view which is why I'd recommend your Traits to be: Shifty - Egotist - Workhorse.
Closer to this guy: http://glb2.warriorgeneral.com/game/player/97637 51% catch rate and 7.6 YPA is acceptable for a non-S* WR.
Rookie WR priority list:
1. Rec Hands - stops drops. Once you're drop rate is below 10%, you can pause this. Monitor game by game and use a 4-5 game trailing average.
2. Conditioning - Get to 30 with the First Star, end at 40 for Rookie.
3. Heart - Get to 30 with Third Star, end at 40 for Rookie.
4. Catch in Traffic - stops the "unable to secure".
5. Rec Grip - stops the KLs.
6. Rec Consistency - helps on 3rd down.
7. Quickness - here and there.
8. Sprinting - here and there.
Monitor his targets. Quickness and Sprinting help him get open. You don't need much in Rookie, but need some so best advice I can give is to monitor targets and if there's too many "unable to secure" or PDs on his targets and CiT is getting expensive, then add to Quick and Sprint so he gets more physical separation.
Long-term I don't like his build though. Your abilities went too much into Strength. You could lower STR to 1, pump Confidence and Speed and have a better build. Long-term you can use your 3 caps to pump one low Skill and both Stamina and Speed are highly correlated with Conditioning and Sprinting and not much else so they are Cap Booster targets, but you can't have both of them with low Attributes. Stamina/Conditioning is the easier and better pick.
Your 3 Stamina is a 39 Conditioning. With Cap Boosters, you can get to 54. That's fine. If you dropped 7 points from Str, you could add 1 to Awareness, 1 to Confidence and 5 to Speed. Or if you want to keep the Quick Feet trait, you could take Agility to 10 (+1), Speed to 5 (+2), Awareness to 8 (+2) and Confidence to 8 (+2).
Strength doesn't pay off for WRs unless your going for a Power Running/YAC build - ala Hillman.
Also, you went 6'3 with max weight but if you're going to invest anything in Vertical then you should have gone for max Height - 6'6". Min weight is a better match with 10 Agility and 1 Strength like I've mentioned, but if you really wanted high Strength, then keep the max weight.
Overall a Shifty build still needs Quickness and Sprinting in my view which is why I'd recommend your Traits to be: Shifty - Egotist - Workhorse.
Closer to this guy: http://glb2.warriorgeneral.com/game/player/97637 51% catch rate and 7.6 YPA is acceptable for a non-S* WR.
Absolut Zero
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High strength can serve a purpose. It does get the CIT and Grip caps high. The problem is I don't really like Head Fake plus high CiT builds. I think Speed/Quickness with Head Fake is the best combo for damage. You can really separate and get more YAC opportunities.
I agree some with what Xars says, but I'll differ a little. The end speed you have is ridiculously low, I think all 3 of the cap boosters would have to go into speed. You're looking at a guy who won't get as many snaps as you want, and will need a team with a deeper WR corps to help hide his low conditioning.
I'd slow down a little on the Heart/Cond in rookie. 40 for both at that juncture is a little high compared to the SP needed elsewhere. But both are definitely important to get up. I think I'd aim for 30 cond and 25 heart for Rookie, add 10 more in Sophomore.
Hands and CiT are priorities, plus just enough speed to get downfield so the QB doesn't get sacked. 20-25 speed might be enough for most of Rookie. And Hands to 60 with CiT to 40 is a good place to start.
I agree some with what Xars says, but I'll differ a little. The end speed you have is ridiculously low, I think all 3 of the cap boosters would have to go into speed. You're looking at a guy who won't get as many snaps as you want, and will need a team with a deeper WR corps to help hide his low conditioning.
I'd slow down a little on the Heart/Cond in rookie. 40 for both at that juncture is a little high compared to the SP needed elsewhere. But both are definitely important to get up. I think I'd aim for 30 cond and 25 heart for Rookie, add 10 more in Sophomore.
Hands and CiT are priorities, plus just enough speed to get downfield so the QB doesn't get sacked. 20-25 speed might be enough for most of Rookie. And Hands to 60 with CiT to 40 is a good place to start.
Galactic Empire
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Originally posted by Xars
so best advice I can give is to monitor targets and if there's too many "unable to secure" or PDs on his targets
PDs? That would be on the QB, not the WR wouldn't it?
so best advice I can give is to monitor targets and if there's too many "unable to secure" or PDs on his targets
PDs? That would be on the QB, not the WR wouldn't it?
BlackSamurai
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All the input is much appreciated, especially coming from such esteemed members - but I'm afraid I don't know what 'cap boosting' is.
Spastic_Cowboy
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Your player gets 1 cap boost (3 total) at the end of his 3rd, 4th, and 5th seasons. Each one lets you boost the max in a skill by 5 points..you still have to use skill points like normal to fill in the points after that.
If you look on your player page, you'll see 3 colored icons just above where the skill ratings are. The middle one says CAP and will change from 0 to 1 when you get one to spend.
If you look on your player page, you'll see 3 colored icons just above where the skill ratings are. The middle one says CAP and will change from 0 to 1 when you get one to spend.
Merik
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Originally posted by Galactic Empire
PDs? That would be on the QB, not the WR wouldn't it?
CiT reduces the defenders chance for PD if he's close to the wr just like deflections reduces the chance for catch for WR
PDs? That would be on the QB, not the WR wouldn't it?
CiT reduces the defenders chance for PD if he's close to the wr just like deflections reduces the chance for catch for WR
Jagat0r
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Originally posted by Galactic Empire
PDs? That would be on the QB, not the WR wouldn't it?
Route Running and Athleticism can reduce PDs by providing more seperation between the WR and coverage thus taking the defender out of the play.
PDs? That would be on the QB, not the WR wouldn't it?
Route Running and Athleticism can reduce PDs by providing more seperation between the WR and coverage thus taking the defender out of the play.
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