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Mussturd
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Looking for a little debate settling... Between 2 people, u have 6 S* spots ready to go. I say you break it up like this

HB/LB - I think this one is a given, unless you want to make a running QB, which we don't

TE/TE - Kinda contradictory to my last statement, but 2 receiving tight ends with blocking skills as well for the run game

DT/OT - This is where the real argument is. I could see 2 DTs, or maybe even add a C in there since most teams only have 1.

Opinions?
 
Mussturd
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Is maybe the S* wasted on a DT? Experimenting with DT's, I just never seem to see one that can consistently get QB pressure, even when you're completely focused on the pass rush. But that may be just that I/we don't know how to build a good DT
 
ShadyMcCoy
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For a balanced team I think it's hard to compete if you don't have a Star WR and Star SS
 
Shoota
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I agree with the SS star. But I don't really feel like you need the WR. Yes, it's a benefit like it is for any other spot, but I feel it doesn't make as much of a difference there as it does with a TE
 
Raid
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Originally posted by Shoota
I agree with the SS star. But I don't really feel like you need the WR. Yes, it's a benefit like it is for any other spot, but I feel it doesn't make as much of a difference there as it does with a TE


Exactly, the place S*s really shine is in builds that try to do multiple things, or places you need to hit really high numbers in several stats.

Since TEs need to block and catch having the extra points to invest in that area makes them much more effective for the team overall. I'd say a S* FB would be an interesting place to use one as well, the position has decent routes from the backfield on top of needing to be a good blocker, as a non-S* the FB is basically regulated to being a mobile offensive linemen unless you want to only run from singleback and shotgun formations.

But, the FB also isn't going to get a load of your carries or catches but will do a large amount of blocking - so the S* point would probably be wasted there. The position also suffers from an unusually high cost on sprinting for some reason so it makes it hard to do nearly anything with it if you want to be able to lead block on the outside.



Also, that's the point of a S* DT, to be able to go both ways and stop the run while also being able to help in the pass game. Generally I'd want run stopping to be filled on all DTs so that the DEs can focus on pass rush and the MLB can focus on mobility, pursuit, and some pass coverage skill - they already have too much to worry about at that position to have to try and break run blocks because your DTs aren't strong enough to demand a double team. With a S* you can focus a little more on demoralizing the offensive line on pass rushing and causing chaos to help the DEs gets home.

IMO if a DT is getting a bunch of sacks, it's because the DEs need to rethink their builds. The main job on the inside is to get the attention and draw in more blockers there so the DEs can get home as often as possible with their speed. If you try and make a DT faster to get home more often, it detracts too much from their run stuffing game.


I've always thought, aside from at a few key positions like HB, that superstars should be hybrid type builds so they can take a multitude of skills up to a high level.
Edited by Raid on Jan 14, 2020 17:28:18
 
BoDiddley
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Originally posted by Mussturd
Is maybe the S* wasted on a DT? Experimenting with DT's, I just never seem to see one that can consistently get QB pressure, even when you're completely focused on the pass rush. But that may be just that I/we don't know how to build a good DT


Not at all. Inside rushing is a big issue for GLB defenses, and S* DTs help a lot. Don't even focus on pass rush, just give him high power rushing + tunnel vision, and he'll be a revcake machine. Stopping the run should be the build focus.
 
atlbruce
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This guy's been RCAKEing with KC Crowns for a few seasons, but I can't help but think a S* SS might have been more useful, tbh.
https://glb2.warriorgeneral.com/game/player/294606
 
BoDiddley
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Originally posted by atlbruce
This guy's been RCAKEing with KC Crowns for a few seasons, but I can't help but think a S* SS might have been more useful, tbh.
https://glb2.warriorgeneral.com/game/player/294606


KC has the #1 run defense in their league though. And a DT is a different tier from a SS.
 
darkwingaa
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I would divvy it up like this

HB/LB - Not much needs to be said about a S* HB. A S* QB is nice, but I'd rather have the S* LB and the cheaper contract. Depth is important.

TE/SS - A S* SS makes a world of difference for a defense. Having someone who can man up on the opposing S* TE makes the defense so much better. On the flip side, having a TE who can block and run routes is more impactful than a S* WR. Too many times, the DE destroys the TE for a TFL. A S* TE makes that happen less.

OG/OG - If you want a pass happy offense then go DT/DT to bolster your defense. Otherwise, I would go OG/OG. I feel it's easier to build an effective run stopping standard DT than a standard guard. Getting good mobility on a guard is not cheap nor is RBT. S* DTs are also good though, so I wouldn't fault someone for preferring S* DTs.
 
Bretto007
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Originally posted by BoDiddley
Not at all. Inside rushing is a big issue for GLB defenses, and S* DTs help a lot. Don't even focus on pass rush, just give him high power rushing + tunnel vision, and he'll be a revcake machine. Stopping the run should be the build focus.


Don't these contradict? The blitz awareness negative points you get from Tunnel Vision would seem to have a adverse impact to stopping running backs.

 
Mussturd
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You're not wrong, but I think they're focusing on the benefit you get from knocking down Gs and Os. Or, I'm totally wromg
 
atlbruce
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Originally posted by Bretto007
Don't these contradict? The blitz awareness negative points you get from Tunnel Vision would seem to have a adverse impact to stopping running backs.



If he's a S* DT, he'll have the points to have high Blitz Awareness to make up for the Tunnel Vision -20. My guy Jeffrey, above, has 72 BA, for example.
 
Detroit Leos
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Here is my RCake machine DT. Currently in pro tier. Not quite standard build with crazy high RBT. Also has decent balance, footwork, quickness as a result. Build is open so you can get an idea. I went with Early Bloomer trait which is why his RBT is lower. The SP saved from EB allows for him to hit some decent numbers in other skills though.

https://glb2.warriorgeneral.com/game/player/306395

I also built an RCake focused DE that seems to be working in conjunction with the RCake DT. Still getting a decent amount of sacks and my blitzing S* LB is pretty quick around the corner.

https://glb2.warriorgeneral.com/game/player/306304
Edited by Detroit Leos on Jan 16, 2020 08:01:17
 
dcarbo
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Great question - what to do with a limited number of star spots on the roster.

Biggest value is probably a S* HB - big difference in playmaking

A well-built star QB can do impressive things, especially if you want to hit passes 15+ yards downfield(other than high-arc underthrows).
Expands the playbook, especially on 2WR sets. Not worth it if you plan to run the ball 60% of the time, though.

a star LB can be huge on defense, they're so fast you can almost build the entire scheme around one.

WR vrs TE is a classic trade-off, used to be weighted on the TE side, but on a pass-centric team a star WR can really expand the playbook.

I've been playing 9+ years and I've only coached one team with a star SS, and it made Defensive game planning a lot easier- but IMO it lacks the impact of a star TE/WR. In today's game, anyway. I also coached one team with a star CB, which had a similar effect.

putting a star at DT is an easy decision, picking a spot on the o-line requires a lot more thinking about which plays you want to maximize.

The interesting thing about line-of-scrimmage players is that you can build a mini-scheme around the star, with an eye towards formations and the the builds of adjacent players.

This is the stuff that's fun to figure out, and more fun when it works the way you wanted it to.

 
ShadyMcCoy
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Originally posted by Detroit Leos
Here is my RCake machine DT. Currently in pro tier. Not quite standard build with crazy high RBT. Also has decent balance, footwork, quickness as a result. Build is open so you can get an idea. I went with Early Bloomer trait which is why his RBT is lower. The SP saved from EB allows for him to hit some decent numbers in other skills though.

https://glb2.warriorgeneral.com/game/player/306395

I also built an RCake focused DE that seems to be working in conjunction with the RCake DT. Still getting a decent amount of sacks and my blitzing S* LB is pretty quick around the corner.

https://glb2.warriorgeneral.com/game/player/306304


I built a non star Rcake DT. I thought he kinda sucked in terms of actually impacting plays. Hardly any sacks or TFLs.

https://glb2.warriorgeneral.com/game/player/275095


 
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