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Go Pack 120
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Does anyone know if fakes done while running routes fire based on Carrying or on Agility?

Thanks!
 
PeeJJK
SM4LL
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I think it's Vision?
 
Kurt Davey
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following...
 
WiSeIVIaN
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Originally posted by Go Pack 120
Does anyone know if fakes done while running routes fire based on Carrying or on Agility?

Thanks!


Catch fake is it's own thing, and literally nothing besides catch fake, fake%, and the defenders attributes matter in that battle roll.

Juke/Headfake work the same on run plays as when running a route. I think the understanding from an endless trail of bort quotes is that vision and carrying both help (on top of SA points and fake%). My head cannon is that vision helps identify situations to try to fire, while carrying helps the "battle roll score" against the defender. But that might be off-based from reality and I have zero bort quotes to back it up.

There's also a chance its a little different when running a route and carrying doesn't have an effect (so only vision/SA/fake% against defenders battle roll.

As always, with everything, keep in mind your SA/attributes/+% are making a score that fights the defenders score. We only show it in the PBP if you win the battle roll and pull off the fake or break tackle SA. For instance put 11 spin on a RB with 10 str 10 carry and you'll see zero broken tackles, despite spin "firing" often and boosting your horrible horrible break tackle battle score.
 
TJ Spikes
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hmmm.. another basic part of the game we've all forgotten

I'll see what I can dig up
 
TJ Spikes
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Originally posted by WiSeIVIaN
Catch fake is it's own thing, and literally nothing besides catch fake, fake%, and the defenders attributes matter in that battle roll.

correct. 100% confirmed.
https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=3934961&page=10#35011208

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https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=2953545&page=8#25301762
Originally posted by

The "range" is determined by the HB's vision, correct?

So a HB with higher vision is more likely to waste his fake on a player who is too far away to make the play anyway, right?


No, it's based on the defender's tackle ability, actually. It's more like the QB vision checks, where you get a vision check for each guy who's coming into tackle range, to see if you can "see" him.


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http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25705886

Is carrying part of the equation on fakes when running routes?

No.

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https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=3938152&page=2#35045826

==

My own speculation is that all route running Jukes/ Head Fakes are just a bonus added onto a cut. They always activate, but will only show when a defender doesn't resist them. That's why you can occasionally see a low level receiver score a Juke with only 1 in the tree. The more SPs you dump into the SA the harder it is for the defender to resist.
Quick Cut / Route Run and more Agility are all the same thing. There is just a "cut score" and a resist score. Resistance is Vision and Super Vision SA based. Actually recovering after a failed resist is Agility based.


 
Go Pack 120
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Damn. That's a lot of info. Thanks!
 
L.A.Dolts
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It's kind of crazy how much info is on this site, all lost and hidden.

I'll add this nugget
http://goallineblitz.com/game/forum_thread.pl?thread_id=4829505&page=4#44683746
1) I am frequently frustrated by having man cover DBacks who I think are very well built (agility and vision around 90 or more, Quick Cut, Super Vision, Shutdown around 10 or higher etc) completely left to wander 5 yards off the receiver when the receiver does a sudden cut in his route, leaving the receiver open to the point where he calls Im Open and catches the big gain.
Secondarily I am frustrated that my WRs do not seem to get this to happen for them very often if at all. Oh and no SAs show up in this, no Juke or Fake announced in the replay.

So the question is, could you please explain the details of the routine for determining when a receiver makes a cut thats steep enough to lose a man coverage and whether or not the man covering DB is fooled and what determines how long he is fooled meaning how long he runs before turning and how quickly he is to get back on the receiver. IE What triggers the steep turn, what checks/comparisons/rolls are made to see how tight it is, what checks are made to see if the DB can follow it and how soon and well he follows it and finally does double teaming help at all?


Originally posted by Bort

Every time a receiver reaches a cut point in his route, he will impart a reaction delay to any defender following him. How good of a cut the receiver makes makes depends on his agility and route running abilities. This effect can be mitigated some (delay time reduced) by passing vision checks at the cut point. However, it is not possible to ever have a delay of 0 without passing an exceedingly difficult roll. There will nearly always be at least 1 tick of delay. In addition, the vision checks are harder to pass and the delay effect is increased when the defender is following very closely and aggressively in man coverage. Head fakes and jukes (which can be mitigated by vision checks and superior vision skill) increase the delay time imparted.


 


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