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Forum > FAQ's, Player Guides and Game Help > The Build: Constructing The Super Safety
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dredgar
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if you have 90 power tackling and 80-90 tackling tech just make sure to have conditioning above 70s and he will be great
 
TyDavis315
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http://glb2.warriorgeneral.com/game/player/238495

This is the route I went with, pretty much close to what DeeVee posted. Don't be fooled, safteys with high tackling tech can indeed force a bit of fumbles
 
Xars
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Personally, I'd drop Strength to 1 and pump Confidence.

You need Stamina, Speed, Agility, Awareness and Confidence. The only thing left to cut is Strength.

If you have shit Confidence, you'll give up a ton of 3rd Down Complettions to TEs, which is what you say you want to shut down. TEs have very high catch rates - practically 60+%. In that 3rd and 4 to 3rd and 7 range, TE Post and the like will smoke you.

I'd save the SP and Caps by giving up on the Power/Strength aspect and get Speed for range, Agility for high Tackle tech (which also helps with range), Awarenss for Pass D, Confidence for third downs and tons of Stamina.

It's not wanted to hear I understand.

Edited by Xars on Oct 9, 2016 17:13:33
 
Valtookan
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Originally posted by Galactic Empire
Stamina to low. I would get dread naught and work horse.


Strength:7
Agility:5
Awareness:7
Speed:5
Stamina:7
Confidence:4

Whatcha thing?

Dreadnought, Fumble Creator.
 
Valtookan
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Originally posted by Xars
Personally, I'd drop Strength to 1 and pump Confidence.

You need Stamina, Speed, Agility, Awareness and Confidence. The only thing left to cut is Strength.

If you have shit Confidence, you'll give up a ton of 3rd Down Complettions to TEs, which is what you say you want to shut down. TEs have very high catch rates - practically 60+%. In that 3rd and 4 to 3rd and 7 range, TE Post and the like will smoke you.

I'd save the SP and Caps by giving up on the Power/Strength aspect and get Speed for range, Agility for high Tackle tech (which also helps with range), Awarenss for Pass D, Confidence for third downs and tons of Stamina.

It's not wanted to hear I understand.



Yeah, it isn't exactly what I wanted to hear, but I do hold your advice at a high level.... I'll think on it.
 
Valtookan
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Ok, I think I have a good question that will help me decide how I am going to build my player.


How much Tackle Tech, Cover Tech, Man Aware, Conditioning, and Power/Strip do I need to be successful at the Vet level in my broad niece of goals.

Goals: Pushback with hit/Force Fumbles, Cover TEs 1v1 (Many I won't always win the catch prevention), Come Downhill and Be a punisher with Solo tackles. In that order

Also, how fast can hitting hard bring down "heart"? Will I need some type of intimidation for that?
 
Valtookan
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Superstar, Slow Build, Fumble Creator. That should work.
 
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No to slow build.
 
TyDavis315
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I think you going about it the wrong way. Your thinking that you know how the game works, when in reality no one does. Heart is basically becoming less important seeing as we have the gravitational morale now. I've seen many dots with decent morale even when they're team is getting destroyed. The mental attributes just play a smaller part in the whole scheme tbh. They don't factor in as heavily as they used to.

You want a hard hitting safety that can also cover a TE. That's not going to happen. He'll be mediocre and will struggle when playing in Vet, unless you get fed up with him and retire him before then.

Your either going the tech route or the power route. Tech route you get everything you want, minus the hard hitting. You'll still be able to force fumbles, just not at as high of a clip, and you'll have less missed tackles and will have the ability to bring down power rushers. You'll have to cap boost defensive consistency and then you'd be pretty set. You'd have an athletic freak.

Going the power route, you'd lack speed and the ability to even break run blocks. Coverage will be non existent and the faster the TE, the faster the score will run up. However, you'd be forcing alot of balls loose when you do get to the ball carrier, assuming you also pair the power tackling with monster hit. This would be perfect for knocking balls loose as well. I would only go this route, however, if you plan on playing zone coverage. If your playing primarily man, this would be the worst course pf action. Your guy would be a pretty consistent player, but what use is that if he can't even get to the area of play quick enough to blow it up?

That's all I have to say on it. At the end of the day, the choice is solely yours
 
Xars
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Originally posted by Valtookan
Superstar, Slow Build, Fumble Creator. That should work.


Originally posted by Galactic Empire
No to slow build.


Do not, do not, do not under any circumstances use Slow Build.

I've said this before - BUILD TO YOUR TRAITS. Slow Build raises skill costs. Other Traits lower skill costs. The NET difference is almost a 10% swing.

You only use Slow Build when you want a one-dimensional player that needs 1-2 really high caps and you can't get them any other way.

Oh and Ty's post above really nails it.
Edited by Xars on Oct 10, 2016 05:01:28
 
jakedood
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Slow build looks good, but it is a trap, as very rarely will you be able to max out all key attributes.. as Xars says, its only if you have a very one dimensional plan, or if its to raise caps in cheap skills, but even then... Im experimenting with it on FS to try and get the speed/tackling ability without being a S*, and it works okay, but thats one of few builds I've seen in which thats the case
 
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For a zone SS, you can build a monster/hard hitting SS. He still needs to be fast and somewhat agile though.
 
Valtookan
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Originally posted by Galactic Empire
No to slow build.


??
Originally posted by jakedood
Slow build looks good, but it is a trap, as very rarely will you be able to max out all key attributes.. as Xars says, its only if you have a very one dimensional plan, or if its to raise caps in cheap skills, but even then... Im experimenting with it on FS to try and get the speed/tackling ability without being a S*, and it works okay, but thats one of few builds I've seen in which thats the case


?? I thought I could just use the Superstar's 20% lower cost to counteract the 10% higher cost? Would that still give 10% lower cost with 20% more head room (cap space)?
 
Valtookan
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Originally posted by TyDavis315
I think you going about it the wrong way. Your thinking that you know how the game works, when in reality no one does. Heart is basically becoming less important seeing as we have the gravitational morale now. I've seen many dots with decent morale even when they're team is getting destroyed. The mental attributes just play a smaller part in the whole scheme tbh. They don't factor in as heavily as they used to.

You want a hard hitting safety that can also cover a TE. That's not going to happen. He'll be mediocre and will struggle when playing in Vet, unless you get fed up with him and retire him before then.

Your either going the tech route or the power route. Tech route you get everything you want, minus the hard hitting. You'll still be able to force fumbles, just not at as high of a clip, and you'll have less missed tackles and will have the ability to bring down power rushers. You'll have to cap boost defensive consistency and then you'd be pretty set. You'd have an athletic freak.

Going the power route, you'd lack speed and the ability to even break run blocks. Coverage will be non existent and the faster the TE, the faster the score will run up. However, you'd be forcing alot of balls loose when you do get to the ball carrier, assuming you also pair the power tackling with monster hit. This would be perfect for knocking balls loose as well. I would only go this route, however, if you plan on playing zone coverage. If your playing primarily man, this would be the worst course pf action. Your guy would be a pretty consistent player, but what use is that if he can't even get to the area of play quick enough to blow it up?

That's all I have to say on it. At the end of the day, the choice is solely yours


Kind off reminds me of actually looking at Kam Lott's (#1 All Time Safety) film from an All start game in his second to last season. He went against Brain Barlow (#4 TE All Time) and Velvet Jones (#13 TE All Time). His numbers say 7 Targets, 6 Rec Allowed, and 2 PDs for a reason, I guess.

So, there really isn't much of a way to gain enough SP to cover all the bases I want to? Ok, then I think I'll go the Tech route. Before reading some of these newer post I want going to change my Attributes to something like this, but still use Slow Build, Superstar and Fumb Creator:

http://glb2.warriorgeneral.com/game/player/239135
 
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http://www.glb2scout.com/vpimages/334_6200_1476138348.png

http://www.glb2scout.com/vpimages/334_6200_1476138372.png

This is why you don't pick slow build, 13k more skill points without slow build, yeah you have lower caps, but with slow build you don't have enought points to max these higher caps.
 
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