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Xars
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Originally posted by MadCow420
lol, If you really understood GE, you would stop trying to talk sense into him.


I justify my continual picking on him with my continual head-bangs-into-wall approach of trying to help him.

 
Mysterio
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Ironically, elusive HBs are the best inside runners and power the best outside. Elusive runners can juke once and reel off a 20 yard gain inside but they run out of bounds on the sidelines and half the time they juke they go out of bounds anyway. Whereas, powerbacks get gang tackled on inside runs but excel at breaking tackles one at a time on outside runs since gang tackling happens much less
Edited by Mysterio on May 5, 2016 13:23:59
 
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Originally posted by Xars
If you really understood the inside runs of Goal Line, you'd go Elusive and not Power HB.



But I want to crush and demoralize the opposition.
 
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Originally posted by Xars
I justify my continual picking on him with my continual head-bangs-into-wall approach of trying to help him.



Looks like somebody will beat eating crow at the end of season 23.
 
Absolut Zero
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Originally posted by Mysterio
Ironically, elusive HBs are the best inside runners and power the best outside. Elusive runners can juke once and reel off a 20 yard gain inside but they run out of bounds on the sidelines and half the time they juke they go out of bounds anyway. Whereas, powerbacks get gang tackled on inside runs but excel at breaking tackles one at a time on outside runs since gang tackling happens much less


My Spin Move runners are absymal. The boost to elusive rushing after using a spin move seems to give a negative penalty instead of positive. They are almost always tackled immediately or even before the spin's completed. They also rarely spin in the correct direction.

I should've just went with Juke.
 
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Plus Juke is only powered by Elusive Running, where Spin is powered by Elus Running and Footwork, so you have to invest some SPs into footwork. Also, Gold Spin only fires at 40% where Gold Juke fires at 65%.
 
Absolut Zero
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Originally posted by Galactic Empire
Plus Juke is only powered by Elusive Running, where Spin is powered by Elus Running and Footwork, so you have to invest some SPs into footwork. Also, Gold Spin only fires at 40% where Gold Juke fires at 65%.


You need Footwork regardless for certain Counters to work.
 
Cuivienen
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I did some PUP tests on elusive backs and footwork had zero correlation with stats. Not sure it is worth the cost.
 
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Did you run any counter?
 
Xars
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Originally posted by Absolut Zero
My Spin Move runners are absymal. The boost to elusive rushing after using a spin move seems to give a negative penalty instead of positive. They are almost always tackled immediately or even before the spin's completed. They also rarely spin in the correct direction.

I should've just went with Juke.


Hate Juke. Hate Spin.

I'd rather just have HTH/RW for the Conditioning, Heart and Toughness bonus all game long.
 
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I've seen Juke do some nasty things.
 
Absolut Zero
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Originally posted by Xars
Hate Juke. Hate Spin.

I'd rather just have HTH/RW for the Conditioning, Heart and Toughness bonus all game long.


That's certainly tempting.

Originally I was going to go Surge and Mr Reliable both to Gold. Maybe that's a better choice afterall.

Went with Spin since I'd have Footwork up regardless, and Elusive might cause a missed tackle or two...so why not? It's largely a dud, it's often a negative impact on the play.
 
Absolut Zero
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Originally posted by Galactic Empire
I've seen Juke do some nasty things.


The problem with them is that while there are a few legit highlights. There are more little things it does that harms your team. Juke/Spin out of bounds short of the sticks. Juke/Spin behind the LoS when his normal path would have avoided the defender anyways, sometimes they juke/spin straight into a TFL, often it just gives the DL more time to break a block and get in on the play.

Juke and Spin are best when firing in 1 on 1 situations with a defender in front of them. All others can hurt the runner.
 
DeeVee8
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Originally posted by Galactic Empire
I've seen Juke do some nasty things.



Yeah, this was traumatizing...

http://glb2.warriorgeneral.com/game/replay/312645/3467781
 
DeeVee8
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Originally posted by Absolut Zero
Juke and Spin are best when firing in 1 on 1 situations with a defender in front of them. All others can hurt the runner.



Originally posted by DeeVee8

Yeah, this was traumatizing...

http://glb2.warriorgeneral.com/game/replay/312645/3467781


49 seconds apart, lol.
 
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