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Jagat0r
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If we freeze the sim at tick 54.5 the moment when Jarvis Williams breaks away from his block as Pullin Hammys is turning the corner we see Jarvis' stamina at 39, while Pullin has 57.
at tick 60.0 Jarvis 39 (0% lost) , Pullin 52 (7.8% lost)
at tick 65.0 Jarvis 38 (2.5% lost) , Pullin 48 (11.5% lost)
at tick 70.0 Jarvis 36 (5.2% lost) , Pullin 44 (8.3% lost)
Not sure if it has anything to do with anything but Pullin Hammys is clearly losing stamina at a higher rate throughout the run, and it seems to me that it may directly contribute to the acceleration/speed loss resulting in the pursuit tackle.
 
Duro
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I assume Pursuit ability has a similar bonus to closing speed just not as huge.
 
Jagat0r
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Originally posted by Duro
I assume Pursuit ability has a similar bonus to closing speed just not as huge.


Must be because to be honest Peeti has a point as the only attribute Jarvis Williams has that could produce those results is his Pursuit, otherwise hes not very strongly built in speed, quickness etc to run Pullin Hammys down from behind. Other then the lead cleats we switched in Hammys locker before the game.
 
DigitalDaggers
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Originally posted by Spastic_Cowboy
If you pause at tick 110 after the Juke finishes, the HB has 21 energy and the FS has 67 energy. That's why he was able to catch him imo.


 
peeti
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Originally posted by Dee.
Here is the Drunk's new WR running a screen -

http://glb2.warriorgeneral.com/game/replay/204136/353277

He has 100 speed and 70 quickness, I'd say he looks fast.

I think the problem with the OP is energy as Spastic Cowboy pointed out with the other play.


Has nothing to do with the OP as the QB had more enegery the whole time...

Originally posted by DigitalDaggers
Originally posted by Spastic_Cowboy

If you pause at tick 110 after the Juke finishes, the HB has 21 energy and the FS has 67 energy. That's why he was able to catch him imo.




Why answer the obvious one? If that would have been the case in my example I wouldnt even have posted it as the energy thing is oibvious
But that simply wasnt the case in the op...so rather say sth about that than some obvious other examples
 
MileHighShoes
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Originally posted by Dee.
Here is the Drunk's new WR running a screen -

http://glb2.warriorgeneral.com/game/replay/204136/353277

He has 100 speed and 70 quickness, I'd say he looks fast.

I think the problem with the OP is energy as Spastic Cowboy pointed out with the other play.


I don't know does that actually look that fast. The time it took him to get from the 20 to the ten and then to the GL seemed to take forever. It just doesn't seem to be at NFL speed, and sure he did end the play at 4 energy, but even earlier in the play he just never seemed to actually get up to speed, and thats kind of how I feel when watching players move in GLB2 as a whole.

I'm actually building a combine star WR with 95+ sprinting and quickness with 75 conditioning and 60+ footwork. He's going to be atrocious at football, but I just want to see if he actually can move in a semi-respectable way. Right now I don't think any GLB2 players move at a respectable speed.
 
dbill
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Originally posted by MileHighShoes
I don't know does that actually look that fast. The time it took him to get from the 20 to the ten and then to the GL seemed to take forever. It just doesn't seem to be at NFL speed, and sure he did end the play at 4 energy, but even earlier in the play he just never seemed to actually get up to speed, and thats kind of how I feel when watching players move in GLB2 as a whole.

I'm actually building a combine star WR with 95+ sprinting and quickness with 75 conditioning and 60+ footwork. He's going to be atrocious at football, but I just want to see if he actually can move in a semi-respectable way. Right now I don't think any GLB2 players move at a respectable speed.


How is there vision(Carry Aware)?

Is there a chance that they aren't seeing where they want to go well so they aren't running full speed? Not that I think this would be it if a guy is out in front of everyone but maybe it does have an effect when guys are still trying to find which lane to choose
 
Xars
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Originally posted by MileHighShoes
I don't know does that actually look that fast. The time it took him to get from the 20 to the ten and then to the GL seemed to take forever. It just doesn't seem to be at NFL speed, and sure he did end the play at 4 energy, but even earlier in the play he just never seemed to actually get up to speed, and thats kind of how I feel when watching players move in GLB2 as a whole.

I'm actually building a combine star WR with 95+ sprinting and quickness with 75 conditioning and 60+ footwork. He's going to be atrocious at football, but I just want to see if he actually can move in a semi-respectable way. Right now I don't think any GLB2 players move at a respectable speed.


Add Carry Awareness and make him a Screen Monster.
 
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Originally posted by peeti
Why answer the obvious one? If that would have been the case in my example I wouldnt even have posted it as the energy thing is oibvious
But that simply wasnt the case in the op...so rather say sth about that than some obvious other examples


I don't really have an explanation for the play in the OP. I agree it wasn't energy.

edit: looking at it closer, I'm not sure the defender really ran him down..just stayed within diving range because of the angle. The speed difference wasn't that great and it seems like the angle was able to offset it for just long enough.
Edited by Spastic_Cowboy on Jul 18, 2015 11:55:28
 
PaulM
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Adding on to the discussion.. I built a superstar speed back because it seemed like a good idea. It's tough because defenders who are slower + are less tired are still making up ground on my HB once he breaks free. I know it is part of the balance of the game, but you'd think 100 sprinting would be just that.

http://glb2.warriorgeneral.com/game/replay/200586/461706?player_id=109207

So breaking down this play (it's not a rundown but it's certainly not realistic):

Play starts:

Tick 0: HB has 91 energy, CB has 57. HB has a 4.28 40 yd dash, (100 springing obvi) and CB has 4.73. This is a HUGE discrepancy

Tick 39.5: HB breaks a tackle, effectively now at 0 speed. This is important; maybe makes the difference but I doubt it

Tick 79: HB is breaking free and accelerating, approaching top speed. CB is just out of traffic and accelerating

Tick 99: Both players are presumably at top speed

Tick 106.5: Both players are at the 40 yard line; CB is still out of tackling range. HB has 51 energy, CB has 26

Tick 145: Tackle is made on the other 45 yard line. That means 15 yds were covered at effectively THE EXACT SAME speed, despite the corner being much slower and more tired.

Bottom line: It really looks like offensive players are getting a speed nerf/ defenders are getting an extra speed boost to run down players on the edge that they have no business getting anywhere near. It feels that way too; I've seen almost no long TD runs this season where a player just beat the defense with speed. I know this isn't really a rundown play, but it's kind of ridiculous how easy it is to catch up to a HB with a lane down the sideline. Real accuracy would change the metagame, I accept that (I have a S* CB with 4.79 40) but it really seems like an absurd stretch when I watch plays like that.
 
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Yeah that one looks like the HB should break away.

I had a thought. We've all seen plays where the runner gets indecisive and stutters around trying to decide which defender to avoid. I wonder if sometimes that's happening on a really subtle level, where it's slowing the runner down a little but we can't quite see the stuttering visually.
 
dredgar
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Originally posted by Spastic_Cowboy
Yeah that one looks like the HB should break away.

I had a thought. We've all seen plays where the runner gets indecisive and stutters around trying to decide which defender to avoid. I wonder if sometimes that's happening on a really subtle level, where it's slowing the runner down a little but we can't quite see the stuttering visually.


my vet team has a hb with 80+ speed and quickness is almost that high. his carr awa is maxed 94ish. and he still wont break away a ton. now he does look extremely quick and cut around and juke everyone still though.
 
Mysterio
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Originally posted by PaulM
Adding on to the discussion.. I built a superstar speed back because it seemed like a good idea. It's tough because defenders who are slower + are less tired are still making up ground on my HB once he breaks free. I know it is part of the balance of the game, but you'd think 100 sprinting would be just that.

http://glb2.warriorgeneral.com/game/replay/200586/461706?player_id=109207

So breaking down this play (it's not a rundown but it's certainly not realistic):

Play starts:

Tick 0: HB has 91 energy, CB has 57. HB has a 4.28 40 yd dash, (100 springing obvi) and CB has 4.73. This is a HUGE discrepancy

Tick 39.5: HB breaks a tackle, effectively now at 0 speed. This is important; maybe makes the difference but I doubt it

Tick 79: HB is breaking free and accelerating, approaching top speed. CB is just out of traffic and accelerating

Tick 99: Both players are presumably at top speed

Tick 106.5: Both players are at the 40 yard line; CB is still out of tackling range. HB has 51 energy, CB has 26

Tick 145: Tackle is made on the other 45 yard line. That means 15 yds were covered at effectively THE EXACT SAME speed, despite the corner being much slower and more tired.

Bottom line: It really looks like offensive players are getting a speed nerf/ defenders are getting an extra speed boost to run down players on the edge that they have no business getting anywhere near. It feels that way too; I've seen almost no long TD runs this season where a player just beat the defense with speed. I know this isn't really a rundown play, but it's kind of ridiculous how easy it is to catch up to a HB with a lane down the sideline. Real accuracy would change the metagame, I accept that (I have a S* CB with 4.79 40) but it really seems like an absurd stretch when I watch plays like that.


http://glb2.warriorgeneral.com/game/replay/201678/446960

Outruns the d pretty well, though he has almost an entire second advantage on his 40 time...but no energy the entire play
Edited by Mysterio on Jul 18, 2015 15:13:56
 
dbill
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Could be just less speed is valued higher for D. If it wasn't then everyone would just build 100 speed guys and the D would be out of luck as they already have issues building to counter pure team builds and still be able to stop both
 
Longneck1845
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Speed is very overrated in my opinion......expensive too.
 
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