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agerm73
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Does anyone have a good build for a pulling guard, that you would share?
Thank you
 
agerm73
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How much sprinting should i aim for?
 
bhall43
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i would aim for at least around the 30's in sprinting.

probably can get away with more like 40+ if you are an all running team and aren't planning on putting anything into pass skills.

plus of course gold staring Pulling specialist.
 
David146
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I would also be heavy in quickness/snap. I think you can go slower, like 30 sprint, if you use a slow power HB.
 
GoGetta
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One note for guards, lead block awareness seems good, but only to a point. I've gathered over some time on these forums that it's a radius skill, and increasing the skill increases the radius. You don't want a gigantic radius because your lead blocker will get sucked into blocking someone completely outside the running lane.

I think ~50 is a good number to shoot for. Low so he doesn't get sucked in too much, high enough that the Pull Specialist SA fires up a lot (you could even get away with less than 50, because the SA seems to fire all the time.)
Edited by GoGetta on Oct 20, 2016 02:54:45
 
agerm73
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Thank you all. GoGetta that was extremely helpful.
 
GoGetta
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No prob. I forgot to mention it, though it might be too late now... I will never again build an offensive lineman without giving him the early bloomer trait. Just make sure to get a high run tech cap through traits. That 5% off helps linemen arguably more than any other position.
 
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Early Bloomer made a huge difference the first time I used it
 
bhall43
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Originally posted by GoGetta
No prob. I forgot to mention it, though it might be too late now... I will never again build an offensive lineman without giving him the early bloomer trait. Just make sure to get a high run tech cap through traits. That 5% off helps linemen arguably more than any other position.


that being said seems like you feel highly about pass tech. not sure i feel the same.
 
GoGetta
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Originally posted by bhall43
that being said seems like you feel highly about pass tech. not sure i feel the same.


Negative. Pass tech they just need enough to hold a block a couple ticks. Unless an offense were heavy or all pass, then pass tech is meh. I think 40-50 is good (right tackle or tackles you can make an argument for more) but everyone else should have high to elite run block tech (80+). It makes a gigantic difference in the run, as opposed to the pass, where most of the pressure is determined by a linebacker that isn't even engaging in blocks.

All in on RBT, just enough in PBT.
 
bhall43
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ya i don't even touch it. though thats probably why we get pressured in odd games and look like crap.
 
Xars
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Originally posted by GoGetta
No prob. I forgot to mention it, though it might be too late now... I will never again build an offensive lineman without giving him the early bloomer trait. Just make sure to get a high run tech cap through traits. That 5% off helps linemen arguably more than any other position.


Originally posted by Myrik_Justiciar
Early Bloomer made a huge difference the first time I used it


I've thought that in the past but with RBT and PBT being the highest SP investments for an OLineman, I can now build better players using Technical Blocker (which is a 10% savings on RBT & PBT) and it doesn't gimp your other caps. Go with 1 Strength as an Attribute and then Cap Boost Run Block Power to 60. You don't need any PBP.

The math is this: 210,000 SP available. EB saves 5%; that's 10,500 SP. With Technical Blocker, I can go RBT up to 90 and PBT up to 70 with RBP of 60 and save 11,833 SP. Though a more common build for an OT would be 70 PBT and 80 RBT and about 55 RBP. That results in a savings of 9500 SP (only 1k difference from EB) and doesn't gimp other caps.

Str 1 - Agi 10 - Awr 7 - Spd 1 - Stam 9 - Conf 7
Run Blocker - Technical Blocker - Workhorse

Build it in GLB2Scout and you'll see.

 
Xars
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Originally posted by bhall43
that being said seems like you feel highly about pass tech. not sure i feel the same.


PBT in a Balanced O for OLine:

You should target 50 for C and G with 70 for OTs. The OTs need higher to stop DEs from pinching you on a OWMB1 play. You can live with the Spin Cycle DTs and just let your QB slide away. But if the DEs fire SC, then you can't slide.

 
agerm73
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Thank you Xars
 


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