User Pass
Home Sign Up Contact Log In
Page:
 
Oofty
offline
Link
 
I know it's not a super well-loved SA right now, with dots going, at most, to silver in it. And I can't really blame anyone, since the dots that have it rarely run the types of plays that can see it go off. What's crazy is just how high the bonuses are, up there with the level of bonus from TTN going off.

But is it possible to build a playbook around this, OTR, and TTN, maybe with possession or YACish power receivers (which would make sense for CiT for TTN anyway)?
 
Cybertron
offline
Link
 
Originally posted by Oofty

But is it possible to build a playbook around this, OTR, and TTN, maybe with possession or YACish power receivers (which would make sense for CiT for TTN anyway)?


Our offense will have this element in it. It won't be our main option, as we have Megatron, a superstar HB. But Skeletor is a dual threat QB and will gold TTN and possibly silver OTR (still debating it since it might interfere with TTN firing, plus the debate on accuracy). Do not plan to take Quick Hitter....he is golding Tuck and Run. Could replace OTR with Quick Hitter though

Thundercracker will be a power running WR with gold YAC and silver Sure-footed.

You are correct...that bonus to Quick Hitter is ridiculous. But couldn't this also interfere with firing of OTR and TTN? They all can't fire simultaneously?
Edited by Cybertron on Apr 16, 2021 21:18:44
Edited by Cybertron on Apr 16, 2021 21:17:54
Edited by Cybertron on Apr 16, 2021 21:16:05
Edited by Cybertron on Apr 16, 2021 21:15:39
Edited by Cybertron on Apr 16, 2021 21:15:15
 
4chanCitizen
offline
Link
 
I tried to build an offense around Quick Hitter and failed miserably. It's good for short conversions, but it doesn't have the consistency to just spam 4 yard passes and dominate people.
 
Cybertron
offline
Link
 
It is 6 yards at gold...but yeah, agree.
 
Oofty
offline
Link
 
Originally posted by Cybertron
Our offense will have this element in it. It won't be our main option, as we have Megatron, a superstar HB. But Skeletor is a dual threat QB and will gold TTN and possibly silver OTR (still debating it since it might interfere with TTN firing, plus the debate on accuracy). Do not plan to take Quick Hitter....he is golding Tuck and Run. Could replace OTR with Quick Hitter though

Thundercracker will be a power running WR with gold YAC and silver Sure-footed.

You are correct...that bonus to Quick Hitter is ridiculous. But couldn't this also interfere with firing of OTR and TTN? They all can't fire simultaneously?


Situationally, you could argue that if a QB is throwing within 6 yards of scrimmage, QH is possibly even better. And then, QH wouldn't interfere on any play longer than 6 yards from scrimmage.
 
Oofty
offline
Link
 
Originally posted by 4chanCitizen
I tried to build an offense around Quick Hitter and failed miserably. It's good for short conversions, but it doesn't have the consistency to just spam 4 yard passes and dominate people.


Why not? Hypothetically, why couldn't a team do what Kentucky's o-lines have done for the last 15ish seasons? Wear defenses down with power and long drives. But a West Coast-ish offense like this would mean taking that philosophy toward punishing the secondary as well. Non-power secondaries would get punished badly, and if combined with a power running game and an o-line focusing on at least 40 intimidation, etc, the offense would actually get considerably better as the game wears on. Shoot, for that matter, on those little dink-and-dunk passes within six yards, if your WRs were balanced possession guys able to block, you'd have ready-made blockers for YAC.

Think about this:
QB: TTN, OTR, QH
WR: Prime Time; depending on build, YAC Attack, Grinder, or Catch in Stride; Slot Machine if in WR3 or WR4; maybe silver in First Strike just to chip away at morale of CBs that skimp on Heart (with less physicals skills, can reinvest in a little bit of blocking, power, and CiT)
O-Line: Similar to Kentucky's high tech/high intimidation--but with less need for pulling line and more ability to mix it up right off tackle, leave more focus on Snap Reaction to get line initially off balance and Get Low to create lanes. In order to get similar effect to what Kentucky does but with fewer points invested in tech, at least silver or gold Resolute is a must.

Unless something has changed since last time I was regularly churning out players, Kentucky seems to run a gradually-evolving version of this every season, but it's primarily focused on the run game.
 
Cybertron
offline
Link
 
Originally posted by Oofty
Situationally, you could argue that if a QB is throwing within 6 yards of scrimmage, QH is possibly even better. And then, QH wouldn't interfere on any play longer than 6 yards from scrimmage.


Good point.

I think people have never used QH because passing down field has always yielded better return value. The main reason is that the deep pass has never been a threat of being intercepted, unlike in a real football game. The short passing game has always lacked in this game due that reason. Now that zone is picking off balls all the time, the short passing game, and QH, might be a viable option.
Edited by Cybertron on Apr 17, 2021 05:08:30
 
Cybertron
offline
Link
 
Originally posted by Oofty

Think about this:
QB: TTN, OTR, QH
WR: Prime Time; depending on build, YAC Attack, Grinder, or Catch in Stride; Slot Machine if in WR3 or WR4; maybe silver in First Strike just to chip away at morale of CBs that skimp on Heart (with less physicals skills, can reinvest in a little bit of blocking, power, and CiT)
O-Line: Similar to Kentucky's high tech/high intimidation--but with less need for pulling line and more ability to mix it up right off tackle, leave more focus on Snap Reaction to get line initially off balance and Get Low to create lanes. In order to get similar effect to what Kentucky does but with fewer points invested in tech, at least silver or gold Resolute is a must.


Funny...this is almost exactly how my offense is built.

Like I mentioned in my other post, throwing 6 yards or less is still not worth it when you can throw 15 yards downfield will little chance of the ball being intercepted. I am just returning to GLB2 so not sure how much ints have changed in Vet.
Edited by Cybertron on Apr 17, 2021 05:17:22
Edited by Cybertron on Apr 17, 2021 05:16:37
 
Xars
offline
Link
 
Originally posted by Cybertron
Good point.

I think people have never used QH because passing down field has always yielded better return value. The main reason is that the deep pass has never been a threat of being intercepted, unlike in a real football game. The short passing game has always lacked in this game due that reason. Now that zone is picking off balls all the time, the short passing game, and QH, might be a viable option.


Zone is the Walking Dead.

Everyone plays into its strength while ignoring the obvious problem.

3WR TRIPS is still a killer. If they flush out the rushing plays on 4WR TRIPS, everyone with a brain cell will run an Offense of just those 2 formations.

Every point you put into Zone D is worthless.

This is my 11 game old Journeyman LZ7 team against Ghanima's 11-0 Pro team. https://glb2.warriorgeneral.com/game/game/786887 If we're not -4 on Net Turnovers, LZ wins. If we make a sub-29 yard FG, we go into OT.

Your .5% Knocked Loose builds with worthless Zone SPs aren't going to win consistently.

Edited by Xars on Apr 17, 2021 05:22:19
Edited by Xars on Apr 17, 2021 05:20:01
 
Cybertron
offline
Link
 
Originally posted by Xars
Zone is the Walking Dead.



lol...
 
Cybertron
offline
Link
 
Originally posted by Xars


3WR TRIPS is still a killer. If they flush out the rushing plays on 4WR TRIPS, everyone with a brain cell will run an Offense of just those 2 formations.



Which is why I also put in some man defenses against these formations.
 
Cybertron
offline
Link
 
Originally posted by Xars

This is my 11 game old Journeyman LZ7 team against Ghanima's 11-0 Pro team. https://glb2.warriorgeneral.com/game/game/786887 If we're not -4 on Net Turnovers, LZ wins. If we make a sub-29 yard FG, we go into OT.



With a QB who has ~10 accuracy and power...
 
Xars
offline
Link
 
Originally posted by Cybertron
With a QB who has ~10 accuracy and power...


You keep focusing on the Negative.

He has 98 Pass Tech + Gold TTN with 69 Pass Consistency throwing to WIDE OPEN WRs & TEs.

 
Cybertron
offline
Link
 
Originally posted by Xars
You keep focusing on the Negative.

He has 98 Pass Tech + Gold TTN with 69 Pass Consistency throwing to WIDE OPEN WRs & TEs.



I am making a point that accuracy and power are not nearly as important as tech and consistency. And I have seen some of your games where your WRs were not wide open and still make a 20 yard catch...consistently.

I mean..sure, the 10 accuracy raises its ugly head on some of your QB throws, because they are way off the mark. But if his throws are anywhere near the WR/TE, they make the catch. So if ~60% of your QB throws are on the mark, he will complete ~50% of his attempts...which isn't bad with ~10 accuracy/power. I would take that passing percentage and invest in other skills other than accuracy/power.
Edited by Cybertron on Apr 17, 2021 06:38:48
Edited by Cybertron on Apr 17, 2021 06:38:01
 
Xars
offline
Link
 
Originally posted by Cybertron
I am making a point that accuracy and power are not nearly as important as tech and consistency.


True. Mostly because they don't have a great SA attached to them.

100 Pass Tech WITHOUT TTN wouldn't be as dominant.

And yeah, you can have some junk passes but 40% are incomplete anyway so who cares how incomplete they are (to a degree).

TTN is dramatically better than Quick Hitter (the other discussion thread) because of 2 things:

1. It works on Long Passes
2. Math

I'm really surprised no one else has gone through the Math of the effect. The moment I read the description I did the Math in my head and knew it would change Passing.

 
Page:
 


You are not logged in. Please log in if you want to post a reply.