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Forum > FAQ's, Player Guides and Game Help > Want to see how the HoF #1 QB, DT and TE is built?
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Stixx
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http://glb2.warriorgeneral.com/game/player/37936 - CB

There are a few things I would have done differently if I had the chance to get a full respec on SPs but for the most part, the build gets the job done.

Edit: Closed the build
Edited by Stixx on Dec 30, 2014 21:03:28
 
peeti
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Originally posted by Stobie
Anomaly this year as last season he had about 7% drop rate and this season is 12%. The build hasn't changed from season to season so kind of weird if you ask me, but then again his production was huge last season, but this not so much.

Typically per game its around 1 or 2 per game with over many games over 20 targets. There was one game with 5 and one with 3, but to your point, I don't know how you battle that considering the build. Could be the plays for the player, I think he averages 70-80 plays a game. So with the amount of plays he is running could just be more tired at the end of the game, but who the hell knows


you cant think that way as Defenses yu play changed. So cant expect it to be steady just because you hit plateau
 
Parab00n
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Originally posted by Stixx
http://glb2.warriorgeneral.com/game/player/37936 - CB

There are a few things I would have done differently if I had the chance to get a full respec on SPs but for the most part, the build gets the job done.


How often have you seen Chase down fire? I've never used it on one of my CBs.
 
bhall43
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Chase Down is a waste. Pretty much hate how many CB's I have it on.
 
AirMcMVP
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The influx of S* WR talent has pretty much killed his numbers, but the former #3 TE in the game...

http://glb2.warriorgeneral.com/game/player/39384
 
Xars
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Originally posted by Galithor
I agree on QBs too generally. Other than the token investments in footwork/balance/db grip/db power, his defining feature is probably the significant pocket awareness investment.


After seeing your OLine build, now I see why he was running for his life in Rookie.
 
Big_B
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Is anyone really surprised by any of this? The way you need to distribute points in this game breeds homogenized builds. Really only one or two viable "builds" for each position.
 
Galithor
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Originally posted by Xars
After seeing your OLine build, now I see why he was running for his life in Rookie.


I do wonder how it'd go today in rookie/sophomore. It looks like a much friendlier sim to the passing game at the lower tiers from what I see others doing.
 
AirMcMVP
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Originally posted by Big_B
Is anyone really surprised by any of this? The way you need to distribute points in this game breeds homogenized builds. Really only one or two viable "builds" for each position.


If you're looking at pure passing or pure rushing teams you'll see "extreme" builds like these. The Air Raid offensive line didn't have to put a single point into run block skills. Air Raid WRs, FBs, and TEs don't need to worry about blocking. On the other hand, if you look at a run-only team you'll see maxed out run block skills with blockers at WR, FB, and TE. You'll start to see some build diversity when you look at teams that are more balanced.
 
bhall43
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The only real build diversity in this game is Superstars or not.
 
Galithor
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Originally posted by bhall43
The only real build diversity in this game is Superstars or not.


You're oversimplifying it a bit.

There's so many more ways to design a roster in GLB2 than it's predecessor. The tighter limits on roster size, salary, and superstars let you build in all sorts of interesting ways.

I've been responsible for designing two teams so far. They couldn't be more radically different from one another and both are at the top of their tier right now. I've got a private forum where myself and a few others have tossed around other ideas for some interesting team designs. Some might work pretty good too, and be a whole lot of fun. Others, not so much maybe.

Best advice I can give a new/rookie owner is this:
The only thing that doesn't work in this game is trying to build a roster that can do everything. Just because there's all sorts of plays and formations available doesn't mean it's advisable to try and use even most of them.

Galactic Empire's got the right idea trying to build a zone defense. It's a fun way to play GLB2. Both for the owner, and the agents on the roster.
Edited by Galithor on Dec 31, 2014 09:04:05
Edited by Galithor on Dec 31, 2014 08:50:27
 
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Originally posted by Galithor
You're oversimplifying it a bit.

There's so many more ways to design a roster in GLB2 than it's predecessor. The tighter limits on roster size, salaray, and superstars let you build in all sorts of interesting ways.


 
pottsman
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Originally posted by AirMcMVP
If you're looking at pure passing or pure rushing teams you'll see "extreme" builds like these. The Air Raid offensive line didn't have to put a single point into run block skills. Air Raid WRs, FBs, and TEs don't need to worry about blocking. On the other hand, if you look at a run-only team you'll see maxed out run block skills with blockers at WR, FB, and TE. You'll start to see some build diversity when you look at teams that are more balanced.


Feel free to look at my FB on D'hara (#1 FB in the game) or any player on WCW's open-build offense to see the opposite extreme as here.
 
bhall43
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This thread reminds me of when w_alloy opened his builds in GLB1 and the entire game then proceeded to make a downward splash of irrelevant cookie builds. Thankfully GLB2 was already on that path.
 
Stobie
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Originally posted by bhall43
This thread reminds me of when w_alloy opened his builds in GLB1 and the entire game then proceeded to make a downward splash of irrelevant cookie builds. Thankfully GLB2 was already on that path.


Wasn't GLB1 that way prior than that? Just got more prevalent?
 
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